canInsaneJump (Extreme)

Executing a jump that requires extremely precise timing, in the vicinity of frame-perfect precision.

Dependencies: canCarefulJump, canTrickyJump

Difficulty filter

Strats ()

From: 1
Top Door
To: 3
Top Right Door

Breaking the bomb blocks is difficult because there is not enough space above them to get a neutral bounce. It is best to break them by jumping from the top platform (inside the 3-tile-high space), as this provides a 2-frame window for the morph; in comparison, jumping from the platform below requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame.

Entrance condition:

{
  "comeInWithTemporaryBlue": {
    "direction": "right"
  },
  "comesThroughToilet": "any"
}

Requires:

"canChainTemporaryBlue"
"canInsaneJump"
From: 1
Top Door
To: 3
Top Right Door

Breaking the bomb blocks is difficult because there is not enough space above them to get a neutral bounce. It is best to break them by jumping from the top platform (inside the 3-tile-high space), as this provides a 2-frame window for the morph; in comparison, jumping from the platform below requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame.

Entrance condition:

{
  "comeInWithTemporaryBlue": {
    "direction": "left"
  },
  "comesThroughToilet": "any"
}

Requires:

"canChainTemporaryBlue"
"canXRayTurnaround"
"canInsaneJump"
From: 1
Top Door
To: 4
Middle Right Door

Entrance condition:

{
  "comeInWithTemporaryBlue": {
    "direction": "right"
  },
  "comesThroughToilet": "any"
}

Requires:

"canChainTemporaryBlue"
"canInsaneJump"
From: 1
Top Door
To: 4
Middle Right Door

Entrance condition:

{
  "comeInWithTemporaryBlue": {
    "direction": "left"
  },
  "comesThroughToilet": "any"
}

Requires:

"canXRayTurnaround"
"canChainTemporaryBlue"
"canInsaneJump"
From: 3
Top Right Door
To: 6
Main Junction

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "maxExtraRunSpeed": "$3.F"
  }
}

Requires:

"canInsaneJump"
From: 3
Top Right Door
To: 6
Main Junction

Enter the room with a very specific run speed to jump from the door, and land a speedball perfectly in the tunnel to break the Bomb block.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 1,
    "openEnd": 0,
    "minExtraRunSpeed": "$5.2",
    "maxExtraRunSpeed": "$5.F"
  }
}

Requires:

{
  "notable": "Morph Tunnel SpeedBall"
}
"canInsaneJump"
"canSpeedball"
"canTrickyDashJump"
"canSlowShortCharge"

Dev note: There is 1 unusable tile in this runway. Speeds between $6.2 and $6.A can also work but are more difficult.

From: 3
Top Right Door
To: 6
Main Junction

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 0
  }
}

Requires:

"canInsaneJump"
"canLongChainTemporaryBlue"
"can4HighMidAirMorph"
"canSpringBallBounce"

Dev note: There is 1 unusable tile in this runway.

From: 3
Top Right Door
To: 6
Main Junction

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

"canInsaneJump"
"canLongChainTemporaryBlue"
"can4HighMidAirMorph"
"canSpringBallBounce"
From: 4
Middle Right Door
To: 6
Main Junction

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "maxExtraRunSpeed": "$3.F"
  }
}

Requires:

"canInsaneJump"
From: 4
Middle Right Door
To: 6
Main Junction

Enter the room with a very specific run speed to jump from the door, squeeze by the ceiling, and land a speedball perfectly in the tunnel to break the Bomb block.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 2,
    "openEnd": 0,
    "minExtraRunSpeed": "$4.4",
    "maxExtraRunSpeed": "$4.7"
  }
}

Requires:

{
  "notable": "Morph Tunnel SpeedBall"
}
"canSpeedball"
"canTrickyDashJump"
"canSlowShortCharge"
"canInsaneJump"
"canBeExtremelyPatient"

Dev note: There is 1 unusable tile in this runway. The canBeExtremelyPatient requirement is for difficulty placement.

From: 4
Middle Right Door
To: 6
Main Junction

Entrance condition:

{
  "comeInShinecharging": {
    "length": 2,
    "openEnd": 0
  }
}

Requires:

"canInsaneJump"
"canLongChainTemporaryBlue"
"canSpringBallBounce"
"can4HighMidAirMorph"

Dev note: There is 1 unusable tile in this runway.

From: 4
Middle Right Door
To: 6
Main Junction

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

"canInsaneJump"
"canLongChainTemporaryBlue"
"canSpringBallBounce"
"can4HighMidAirMorph"
From: 6
Main Junction
To: 3
Top Right Door

This is a long temporary blue chain with X-Ray turnarounds to climb up and destroy the bomb blocks blocking the top morph tunnel. Breaking the bomb blocks is difficult because there is not enough space above them to get a neutral bounce. It is best to break them by jumping from the top platform (inside the 3-tile-high space), as this provides a 2-frame window for the morph; in comparison, jumping from the platform below requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame.

Requires:

{
  "notable": "Temporary Blue Chain Through Bomb Blocks"
}
{
  "canShineCharge": {
    "usedTiles": 27.5,
    "openEnd": 0
  }
}
"canLongChainTemporaryBlue"
"canXRayTurnaround"
"canTrickyJump"
"canBePatient"
"canInsaneJump"
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "h_ClimbWithoutLava",
    {
      "obstaclesNotCleared": [
        "B"
      ]
    }
  ]
}

Dev note: The runway was reduced by 0.5 tiles, as you can't maintain Temporary Blue directly against a wall.

From: 1
Top Left Door
To: 6
Top Junction with Temporary Blue (Right of Morph Tunnel)

Use Springball on the spikes to cross the room with a Speedball. Then bounce into the Morph tunnel and use Springball to bounce all of the way through. It can help to unmorph before the Morph tunnel and use temporary blue to start the bounce into the tunnel.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 5,
    "openEnd": 1,
    "minExtraRunSpeed": "$2.0",
    "maxExtraRunSpeed": "$3.F"
  }
}

Requires:

"canTrickySpringBallBounce"
{
  "or": [
    "canInsaneJump",
    "canChainTemporaryBlue"
  ]
}
{
  "spikeHits": 1
}

Dev note: Higher and lower run speeds can also work but may need to jump earlier or take additional spike hits.

From: 2
Bottom Left Door
To: 5
Bottom Junction (Right of Boyons)

Requires:

"canInsaneJump"

Dev note: It's not really insane jump difficult, but that is where you think about needing to avoid the damage. And failing the jump is still very punishing due to falling into the acid.

From: 5
Bottom Junction (Right of Boyons)
To: 2
Bottom Left Door

Requires:

"canInsaneJump"

Dev note: It's not really insane jump difficult, but that is where you think about needing to avoid the damage. And failing the jump is still very punishing due to falling into the acid.

Unmorph immediately after exiting the tunnel while still descending, to continue chaining temporary blue. The frame window for the unmorph depends on the alignment of Samus' bounces; in the worst case where Samus bounces upward while exiting, this method will unavoidably fail.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 2,
    "openEnd": 0
  }
}

Requires:

"canChainTemporaryBlue"
"canSpringBallBounce"
"canInsaneJump"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: FIXME: The canInsaneJump is for difficulty placement for the unmorph while exiting the tunnel; it may be better to introduce a specific tech for this? Doing a 'canPauseRemorphTemporaryBlue' is technically an alternative, but it seems to be significantly harder.

Unmorph immediately after exiting the tunnel while still descending, to continue chaining temporary blue. The frame window for the unmorph depends on the alignment of Samus' bounces; in the worst case where Samus bounces upward while exiting, this method will unavoidably fail.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 2,
    "openEnd": 0
  }
}

Requires:

"canChainTemporaryBlue"
"canSpringBallBounce"
"canInsaneJump"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: FIXME: The canInsaneJump is for difficulty placement for the unmorph while exiting the tunnel; it may be better to introduce a specific tech for this? Doing a 'canPauseRemorphTemporaryBlue' is technically an alternative, but it seems to be significantly harder.

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled"
  }
}

Requires:

"canInsaneJump"
From: 1
Left Door
To: 1
Left Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner at the start of runway.

Requires:

"SpeedBooster"
{
  "or": [
    "canMomentumConservingMorph",
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 40,
      "openEnd": 0
    },
    "obstruction": [
      5,
      2
    ]
  }
}

Dev note: Max extra run speed $6.5. Using the full runway, the momentum-conserving morph has a 4-frame window for the jump, and between a 2-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows can be more narrow depending on what is required in the next room. The momentum-conserving turnaround has a 2-frame window for the jump, and either a 3-frame or 5-frame for the turnaround (with the last-frame jump giving the larger window for the turnaround); again the windows can be more narrow depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump.

From: 2
Right Door
To: 2
Right Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, avoid backing into the corner at the start of runway; instead press against it and turn around, to put Samus into a better position.

Requires:

"SpeedBooster"
{
  "or": [
    "canMomentumConservingMorph",
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 40,
      "openEnd": 0
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $6.1. Using the full runway (either backing into the corner or turning around from it), the momentum-conserving morph has a 5-frame window for the jump, and either a 2-frame window or 3-frame window for the morph depending on the jump timing; these windows can be more narrow depending on what is required in the next room. The momentum-conserving turnaround requires a frame-perfect (last-frame) jump and a frame-perfect turnaround. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump.

From: 3
Top Right Door
To: 1
Top Left Door

Gain speed using the long runway at the top-right of room, do a big jump across the room into a mockball or speedball, then use controlled bounces to make it through the top-left door.

Requires:

{
  "obstaclesCleared": [
    "A",
    "C"
  ]
}
"SpeedBooster"
"canInsaneJump"

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 31,
      "openEnd": 1,
      "steepUpTiles": 9
    },
    "landingRunway": {
      "length": 3,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$4.9",
    "movementType": "controlled"
  }
}

Unlocks doors:

{"types":["ammo"],"requires":[],"useImplicitRequires":false}

Dev note: Unlocking doors would be done ahead-of-time when the door is opened, i.e. when obstacle 'C' is set.

From: 7
Junction (Left Ledge Below Bomb Blocks)
To: 1
Top Left Door

Requires:

"canHorizontalShinespark"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 54,
    "excessFrames": 43
  }
}
{
  "or": [
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "SpeedBooster",
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: This can be done with HiJump alone; it requires a precise spin jump and then a very precise horizontal spark at the top of the jump.

From: 5
Alcatraz Door
To: 8
Central Junction

Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Damage down until Samus is one Geemer hit away from running out of energy, and set reserves to manual. Crouch jump at a very precise time and mid-air morph to contact the Geemer at the peak of the jump, pressing pause to be in the fade-out while getting hit and reaching 0 energy. Set reserves to auto, unpause, and hold left. While reserves are auto-refilling, Samus' i-frames will run out, allowing Samus to be hit by the Geemer again and be boosted high enough to reach the ledge. The screen will be black, which can be fixed by pausing and unpausing again.

Requires:

{
  "notable": "Alcatraz Escape Double Damage Boost"
}
"h_ZebesIsAwake"
"HiJump"
"Morph"
{
  "or": [
    "canBeVeryPatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canCrouchJump"
"canInsaneJump"
"canReserveDoubleDamageBoost"
{
  "autoReserveTrigger": {
    "minReserveEnergy": 85
  }
}
{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
From: 5
Alcatraz Door
To: 8
Central Junction

Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Hold right against the bomb blocks, take damage from the Geemer, jump, aim-down, and shoot the Geemer shortly before landing. Samus should end up standing on the ground with the Geemer frozen on the wall with a 4-8 pixel gap between it and the ground (overlapping Samus' hitbox). Facing the bomb blocks and pressed against them, jump while holding down (but not crouched) and then hold forward (or forward and down) 5 frames later to break the aim-down pose. If successful, Samus will clip up through the ceiling. This can be attempted several times before the Geemer thaws.

Requires:

{
  "notable": "Alcatraz Escape with HiJump Ceiling Clip"
}
"HiJump"
"h_ZebesIsAwake"
{
  "or": [
    "canBeVeryPatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
{
  "tech": "canPreciseCeilingClip"
}
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"canInsaneJump"
From: 8
Central Junction
To: 5
Alcatraz Door

Perform a soft unmorph and run toward the door (shooting it open if needed). If needing to spark out the bottom of the doorway, then stop on a dime at the bottom of the runway before activating the spark; this requires precise movement, as there is barely enough time to make it.

Requires:

{
  "canShineCharge": {
    "usedTiles": 25,
    "steepUpTiles": 3,
    "steepDownTiles": 3,
    "openEnd": 1
  }
}
"Morph"
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 6,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Left Door
To: 2
Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 7,
    "openEnd": 0
  }
}

Requires:

"canLongChainTemporaryBlue"
"canInsaneJump"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 2,
    "openEnd": 0
  }
}

Requires:

"canLongChainTemporaryBlue"
"canInsaneJump"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Right Door
To: 3
Item

Bring temporary blue from the right side door all the way to the missile location using Springball, SpaceJump, or Morph-UnMorphs.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  }
}

Requires:

"canTemporaryBlue"
"canInsaneJump"
{
  "or": [
    "canLongChainTemporaryBlue",
    {
      "and": [
        "canSpeedball",
        "canSpringBallBounce",
        "canSlowShortCharge"
      ]
    },
    {
      "and": [
        "canBlueSpaceJump",
        "canMockball",
        "canSlowShortCharge"
      ]
    }
  ]
}

Dev note: There is 1 unusable tile in this runway.

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

"canLongChainTemporaryBlue"
"canInsaneJump"

Carry temporary blue across the room, breaking the bomb blocks along the way. Use Spring Ball to bounce through the morph tunnel at the beginning, and across the final stretch at the end.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 4,
    "openEnd": 1
  }
}

Requires:

"canLongChainTemporaryBlue"
"canTrickySpringBallBounce"
{
  "acidFrames": 5
}
{
  "or": [
    "canInsaneJump",
    {
      "acidFrames": 30
    }
  ]
}

Clears obstacles: A, B

From: 2
Right Door
To: 1
Left Door

Use SpeedBooster to break the runway Bomb block and then to shinespark across the room, saving Power Bombs. One Power Bomb is still needed to break the tunnel block. The shinespark timer is very tight and breaking the runway block while storing the Shinespark is required as it saves movement frames.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 8,
    "openEnd": 0
  }
}

Requires:

{
  "notable": "Spark Master"
}
"canSlowShortCharge"
"canShinechargeMovementTricky"
"h_canUsePowerBombs"
"HiJump"
"Gravity"
{
  "acidFrames": 16
}
"canInsaneJump"
{
  "shinespark": {
    "frames": 93,
    "excessFrames": 15
  }
}

Dev note: There are variations with Screw or Bombs that wouldn't need Gravity. But then you can cross the room normally.

From: 4
Middle Junction (Left of Morph Tunnel)
To: 3
Item

Break the tunnel block with a Bomb and then return to safety. Break the runway block on the next cycle. SpringBall helps avoid acid damage. Bombing Samus up through the runway with a second Bomb can help, or it can trap Samus in the acid if liquid physics take effect.

Requires:

"h_canUseMorphBombs"
{
  "or": [
    "h_canUseSpringBall",
    {
      "acidFrames": 10
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyJump",
        {
          "acidFrames": 10
        }
      ]
    },
    {
      "and": [
        "canCarefulJump",
        {
          "acidFrames": 120
        }
      ]
    },
    {
      "acidFrames": 200
    }
  ]
}

Dev note: Damageless is possible without SpringBall but it is very likely you end up taking more damage by attempting it.

From: 2
Middle Right Door
To: 1
Top Right Door

In Red Brinstar Firefleas, instead of simply grappling and moonwalking into the transition, perform a setup like in the Moat: Angle-up, jump, bonk the ceiling, then use Grapple just before landing and moonwalk back as it attaches. This will put Samus into a lower position after the transition. Samus will be stuck inside the wall. Perform a Crystal Flash, then morph and roll out.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ]
    ]
  }
}

Requires:

"canInsaneJump"
"h_canCrystalFlash"
From: 4
Bottom Right Door
To: 1
Top Right Door

In Red Brinstar Firefleas, instead of simply grappling and moonwalking into the transition, perform a setup like in the Moat: Angle-up, jump, bonk the ceiling, then use Grapple just before landing and moonwalk back as it attaches. This will put Samus into a lower position after the transition. Samus will be stuck inside the wall. Perform a Crystal Flash, then morph and roll out.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ]
    ]
  }
}

Requires:

"canInsaneJump"
"h_canCrystalFlash"
From: 4
Bottom Right Door
To: 2
Middle Right Door

It is possible to damage once to get through the first two pirates, then shinespark to kill the three above. Diagonal shinespark into the corner on the floor below the pirate above. This requires fairly precise positioning of the pirates. It is possible to shoot them to slow them down and prevent them from shooting. Move up while the pirate is moving it's head so it doesn't turn around.

Requires:

{
  "enemyDamage": {
    "enemy": "Green Space Pirate (standing)",
    "type": "contact",
    "hits": 1
  }
}
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 1,
    "excessFrames": 1
  }
}
"canInsaneJump"
"canUseSpeedEchoes"
From: 1
Left Door
To: 1
Left Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner to use the full runway; it helps to use an arm pump to advance a single pixel while running. This can be done by holding an angle button before starting to move forward, then releasing angle while running.

Requires:

"SpeedBooster"
{
  "or": [
    "canMomentumConservingMorph",
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 45,
      "openEnd": 1
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $7.0. Using the full runway with a single-pixel arm pump, the momentum-conserving morph has a 4-frame window for the jump, and between a 3-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows will be more narrow if the ceiling in the next room extends past the door shell. The momentum-conserving turnaround requires a frame-perfect jump, with a 4-frame window for the turnaround, again possibly less depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump.

From: 2
Right Door
To: 2
Right Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner to use the full runway.

Requires:

"SpeedBooster"
{
  "or": [
    "canMomentumConservingMorph",
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 45,
      "openEnd": 1
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $7.0. The momentum-conserving morph has a 4-frame window for the jump, and between a 2-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows will be more narrow if the ceiling in the next room extends past the door shell. The momentum-conserving turnaround requires a frame-perfect jump, with a 4-frame window for the turnaround, again possibly less depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump.

From: 2
Elevator
To: 2
Elevator

In order to align and place a Power Bomb at the correct pixel, perform a suitless stationary spin jump and hit the ceiling before starting to morph.

Requires:

{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canDisableEquipment",
        "canStationarySpinJump"
      ]
    }
  ]
}
"h_canElevatorCrystalFlash"

Exit condition:

{
  "leaveNormally": {}
}
From: 1
Left Door
To: 1
Left Door

Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

Requires:

{
  "notable": "Triple Frozen Choot Runway"
}
"h_canTrickyFrozenEnemyRunway"
"Gravity"
"canInsaneJump"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 28,
    "openEnd": 0,
    "steepUpTiles": 6,
    "steepDownTiles": 6
  }
}
From: 1
Left Door
To: 1
Left Door

Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

Requires:

{
  "notable": "Triple Frozen Choot Runway"
}
"h_canTrickyFrozenEnemyRunway"
"canInsaneJump"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 15,
    "openEnd": 1
  }
}

Dev note: The submerged tiles don't contribute to the runway length. Although there is a longer runway available for shinecharging, this is an equivalent for how fast Samus can leave the room. It shouldn't be a problem, as this length should be enough for shinecharging at this difficulty.

From: 2
Right Door
To: 2
Right Door

Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

Requires:

{
  "notable": "Triple Frozen Choot Runway"
}
"h_canTrickyFrozenEnemyRunway"
"Gravity"
"canInsaneJump"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 28,
    "openEnd": 0,
    "steepUpTiles": 6,
    "steepDownTiles": 6
  }
}
From: 2
Right Door
To: 2
Right Door

Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

Requires:

{
  "notable": "Triple Frozen Choot Runway"
}
"h_canTrickyFrozenEnemyRunway"
"canInsaneJump"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 15,
    "openEnd": 1
  }
}

Dev note: The submerged tiles don't contribute to the runway length. Although there is a longer runway available for shinecharging, this is an equivalent for how fast Samus can leave the room. It shouldn't be a problem, as this length should be enough for shinecharging at this difficulty.

From: 1
Left Door
To: 1
Left Door

Requires:

"Gravity"
"canPreciseSpaceJump"
"canInsaneJump"

Exit condition:

{
  "leaveSpinning": {
    "remoteRunway": {
      "length": 18,
      "openEnd": 1,
      "steepUpTiles": 1,
      "steepDownTiles": 2
    },
    "minExtraRunSpeed": "$1.3",
    "maxExtraRunSpeed": "$2.A"
  }
}
From: 1
Left Door
To: 2
Right Door

Using an exact runway size of 7 tiles; use extremely precise, controlled springball bounces to cross the ocean. 7 tiles of runspeed can freely be achieved by requipping SpeedBooster after reaching the max normal run speed. Mockball down the submerged ramp and begin SpringBall bouncing either above the water, or under water using the platforms. The final SpringBall bounce must be on the left edge of the rightmost underwater platform. While the bounce is occuring, setup a mid-air SpringBall Jump to escape the water and reach the door.

Requires:

{
  "notable": "Speedy Springball Bounce to the Door"
}
"canInsaneJump"
"SpeedBooster"
"canSpringBallBounce"
"canDoubleSpringBallJumpMidAir"
"canMockball"
From: 3
Junction (Left side Pit)
To: 2
Right Door

Standing from the rightmost platform, jump to the right of the stalagmite. Perform a midair wiggle to get to the left to the stalagmite, then precisely wall jump off of it. Then perform a frame perfect space jump at the water line to bounce on the water over to the Kamer platform.

Requires:

{
  "notable": "Precise Space Jump Water Escape"
}
"canSpaceJumpWaterBounce"
"canPreciseSpaceJump"
"canPreciseWalljump"
"canInsaneJump"
"canMidairWiggle"
From: 2
Elevator
To: 2
Elevator

In order to align and place a Power Bomb at the correct pixel, perform a stationary spin jump and hit the ceiling before starting to morph.

Requires:

{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "h_canFourTileJumpMorph",
        "canStationarySpinJump"
      ]
    }
  ]
}
"h_canElevatorCrystalFlash"

Exit condition:

{
  "leaveNormally": {}
}
From: 2
Elevator
To: 2
Elevator

In order to align and place a Power Bomb at the correct pixel, perform a stationary spin jump and hit the ceiling before starting to morph.

Requires:

{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "h_canFourTileJumpMorph",
        "canStationarySpinJump"
      ]
    }
  ]
}
"h_canElevatorCrystalFlash"

Exit condition:

{
  "leaveNormally": {}
}
From: 1
Left Door
To: 1
Left Door

Hold angle-up, jump, bonk the ceiling, and use Grapple just before landing. Moonwalk into the transition on the same frame that the Grapple Beam reaches the Grapple block. Continue holding Grapple through the door transition to initiate a teleport in the next room.

Requires:

{
  "notable": "Leave With Grapple Teleport"
}
"canMoonwalk"
"canInsaneJump"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        7,
        2
      ]
    ]
  }
}

Enter with enough speed to jump over all the water, morphing mid-air and then unmorphing into temporary blue. Morph just before hitting the ceiling, in order to extend the jump horizontally.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 2,
    "openEnd": 0,
    "steepDownTiles": 1,
    "minExtraRunSpeed": "$3.2"
  }
}

Requires:

"canInsaneJump"
"canMomentumConservingMorph"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 1
Left Door
To: 2
Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 11
  }
}

Requires:

"canInsaneJump"
"canLateralMidAirMorph"
"canMomentumConservingMorph"
From: 1
Left Door
To: 2
Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 21
  }
}

Requires:

"canInsaneJump"
From: 2
Upper Right Section - Top Right Door
To: 2
Upper Right Section - Top Right Door

Gain a shinecharge while running left-to-right. Continue running right for a precise distance of 7 tiles, then jump and walljump to reach the top-right door with shinecharge frames remaining.

Requires:

{
  "canShineCharge": {
    "usedTiles": 18,
    "steepUpTiles": 4,
    "openEnd": 1
  }
}
"canTrickyDashJump"
"canWalljump"
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shineChargeFrames": 170
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 3
Upper Right Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door

Do a neutral bounce (lateral mid-air morph into not holding jump while landing) into an uncontrolled bounce.

Requires:

"canInsaneJump"

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 45,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 7,
      "openEnd": 1,
      "steepUpTiles": 1
    },
    "minExtraRunSpeed": "$5.2",
    "movementType": "uncontrolled"
  }
}
From: 2
Right Door
To: 1
Left Door

Jump and diagonally spark to the invisible platform. There is a small pixel range which lands on the platform and does not touch the boulder. It is possible to do this even below 29 Energy. It requires a last frame jump and then 4 frame spark window. It is more lenient with SpeedBooster.

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 2,
        "excessFrames": 0
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 2,
            "excessFrames": 2
          }
        },
        {
          "or": [
            "canMoonwalk",
            "canMorphTurnaround"
          ]
        },
        {
          "or": [
            {
              "and": [
                "canTrickyJump",
                "SpeedBooster"
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

Run and jump to the left, turning around right before landing on the spikes. Continue holding right, gaining speed to jump out through the door.

Requires:

"Gravity"
{
  "spikeHits": 1
}
"canUseIFrames"
{
  "or": [
    {
      "spikeHits": 2
    },
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 16,
      "openEnd": 0
    },
    "obstruction": [
      1,
      0
    ]
  }
}

Dev note: Max extra run speed $3.3 with spin, or $3.4 with a quick aim-down. This would not be logically valid for gaining blue speed, so we have to be sure it can't be used that way.

From: 1
Bottom Left Door
To: 1
Bottom Left Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed between $5.2 and $5.4 and aiming down through the transition. For the first two methods, avoid backing into the corner; instead press against it and turn around, to put Samus into a better position. For the third method, use only the part of the runway in front of the Power Bomb blocks, or about a tile less.

Requires:

{
  "obstaclesCleared": [
    "C"
  ]
}
"SpeedBooster"
{
  "or": [
    "canMomentumConservingMorph",
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 42,
      "openEnd": 0
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $6.8. Using the full runway, the momentum-conserving morph has a 4-frame window for the jump, and between a 3-frame and 6-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); The momentum-conserving turnaround has a 2-frame window for the jump, and either a 1-frame or 5-frame window for the turnaround depending on the jump (with the last-frame jump giving the larger window for the turnaround).

From: 1
Bottom Left Door
To: 1
Bottom Left Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping and aiming down through the transition. Either back into the corner, or press against it and turn around; it doesn't matter which.

Requires:

"SpeedBooster"
{
  "or": [
    "canMomentumConservingMorph",
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 31,
      "openEnd": 0
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $5.4. The momentum-conserving morph has a 3-frame window for the jump, and between a 3-frame and 8-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows can be more narrow depending on what is required in the next room. The momentum-conserving turnaround has a 2-frame window for the jump: if jumping on the second-to-last possible frame, then there is a 4-frame window for the turnaround, while if jumping on the last frame, there is a 5-frame window for turning around before the transition or it can be buffered through the transition (or the turnaround could not be performed at all, to maintain forward and upward momentum by simply aiming down).

From: 1
Left Door
To: 1
Left Door

Requires:

{
  "obstaclesCleared": [
    "C"
  ]
}
"SpeedBooster"
"canInsaneJump"
"canMomentumConservingMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 25,
      "openEnd": 0
    },
    "obstruction": [
      4,
      0
    ]
  }
}

Dev note: Max extra run speed $4.A. Using the full runway, this requires a last-frame jump, followed by a 2-frame window for the morph.

From: 1
Left Door
To: 4
Right Hidden Item

Enter the room with a precisely positioned blue Spring Ball bounce. Enter the tunnel and bounce all the way through. Use a controlled bounce to break the bomb blocks.

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "maxExtraRunSpeed": "$2.4"
  }
}

Requires:

"canInsaneJump"

Dev note: Technically, it is always seems possible to reach the item pedestal with a spring fling, but without a bounce far to the right it requires an earlier pause press (before exiting the tunnel); this can be hard to prepare for since the earlier pause won't work if the bounce happens to be further right.

From: 2
Right Door
To: 1
Left Door

Gain blue speed in the other room, jump through the transition, then speedball under the shutters.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$0.E",
    "maxExtraRunSpeed": "$1.D"
  }
}

Requires:

"canSpeedball"
"canChainTemporaryBlue"
"canInsaneJump"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: Slightly higher run speeds can work but with greater difficulty. FIXME: comeInGettingBlueSpeed is not technically the right entrance condition, since the jump needs to happen in the other room; we ignore this for now since it makes less than a tile of difference to the runway in the other room. At some point we should support entrance conditions for entering spinning with upward momentum (possibly from disconnected runways like in Dust Torizo Room); coming in with a blue Space Jump could also work.

From: 2
Right Door
To: 2
Right Door

Requires:

"canTrickyJump"
{
  "or": [
    "canLateralMidAirMorph",
    {
      "and": [
        "canMomentumConservingTurnaround",
        "canInsaneJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 10,
      "openEnd": 0
    },
    "obstruction": [
      2,
      0
    ]
  }
}

Dev note: Max extra run speed $2.5.

From: 1
Left Door
To: 2
Right Door

Jump on the first possible frame. Can be buffered to extend the window to 7 frames. Or jump just before the transition.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 3
  }
}

Requires:

"canInsaneJump"
From: 2
Right Door
To: 1
Left Door

Jump on the first possible frame. Can be buffered to extend the window to 7 frames. Or jump just before the transition.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 3
  }
}

Requires:

"canInsaneJump"
From: 1
Left Door
To: 1
Left Door

This uses the runway at the top-right of the room, requiring an extremely precise jump in order to thread the needle between the platforms and reach the left door. If obtaining blue speed, a multi-stutter should be used with a 2-tap shortcharge, with an early second tap and a last-frame jump, in order to gain enough momentum for the jump; bonk the ceiling, and wait to aim down until passing between the platforms.

Requires:

"canInsaneJump"
"canBeVeryPatient"

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 17,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 0,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$3.2",
    "maxExtraRunSpeed": "$3.3"
  }
}

Dev note: TODO: The canBeVeryPatient requirement is for difficulty placement; it could be replaced with a more specific tech if one becomes applicable.

From: 13
Below Power Bomb Blocks - Main Junction
To: 14
Right Etecoon Shaft - Wall Jump Climb Checkpoint Junction

Break the bomb block at the bottom right of the main shaft. Bring a Zeela down to the bottom of the room. Morph inside the tunnel, take a Zeela hit, then jump, aim down, and shoot to freeze the Zeela as it starts to move up and while Samus is close to landing. Jump and aim down to get on top of the Zeela. If the Zeela is precisely positioned exactly 12 pixels above the ground, you can press up to make Samus stand; Otherwise, if you have X-ray, then the Zeela should be frozen lower, and you can morph and unmorph and use X-ray to force Samus to stand up; in this case there is a 6-pixel window over which it works, with the Zeela being between 4 and 9 pixels above the ground. In either case, after standing up on top of the Zeela, jump and aim down to break the crumble block. Then, before the crumble respawns, morph and use Spring Ball (if available) to jump back up and into the tunnel; without Spring Ball, a quick mid-air morph also works but is more difficult.

Requires:

{
  "notable": "Bottom Ice Clip"
}
"h_canBombThings"
"h_additionalBomb"
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyJump"
{
  "or": [
    "h_canXRayMorphIceClip",
    {
      "and": [
        "h_canHighPixelIceClip",
        "canInsaneJump",
        "canBeVeryPatient"
      ]
    }
  ]
}
{
  "or": [
    "h_canUseSpringBall",
    {
      "and": [
        "can4HighMidAirMorph",
        "canInsaneJump"
      ]
    }
  ]
}
{
  "or": [
    "canBePatient",
    {
      "obstaclesNotCleared": [
        "A"
      ]
    }
  ]
}

Dev note: The mid-air morph is tighter than a normal can4HighMidAirMorph and you may only get one chance at it before having to reset the room. FIXME: canBeVeryPatient requirement is for difficulty (assumed large number of attempts required); a more specific tech could be used if one existed. FIXME: It might be possible to use two Zeelas to wall ice clip and X-ray climb to the door transition(s) above. FIXME: Or it might be possible to let a Zeela get past the crumble block to where it could be used to ice climb up the Etecoon shaft.

From: 1
Top Left Door
To: 2
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 15
  }
}

Requires:

"canInsaneJump"
"canMomentumConservingMorph"

Dev note: This is technically possible with 14 tiles but it might require too much precision.

From: 1
Top Left Door
To: 2
Top Right Door

Jump after the transition on the last possible frame. Aim down when close to the platform (while continuing to hold jump), in order to reduce Samus' hitbox.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 20
  }
}

Requires:

"canInsaneJump"
"canDownGrab"
From: 3
Bottom Right Door
To: 1
Top Left Door

Requires:

"h_canBlueGateGlitch"

Clears obstacles: B

From: 3
Bottom Right Door
To: 2
Top Right Door

After teleporting, extend the Grapple, and swing back and forth to fix the camera and then to gain momentum. A precisely timed release of Grapple will allow Samus to fling onto the ledge on the right.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        7,
        2
      ]
    ]
  }
}

Requires:

{
  "notable": "Grapple Teleport Fling to Right (from Moat)"
}
"canInsaneJump"
From: 3
Bottom Right Door
To: 2
Top Right Door

After teleporting, swing back and forth to fix the camera. Swing to the right by soft-bouncing against the door followed by fully extending the Grapple Beam. Release grapple low, but not too low, to get enough momentum while also leaving enough space to gain more height with a grapple jump to reach the ledge. Holding jump just before releasing Grapple may help prevent losing momentum.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ]
    ]
  }
}

Requires:

{
  "notable": "Grapple Teleport into Grapple Jump (from Red Brinstar Firefleas)"
}
"canTrickyGrappleJump"
"canInsaneJump"
From: 1
Left Door
To: 2
Top Right Door

Lure a Kihunter over to the right near the door. Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  }
}

Requires:

{
  "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray"
}
"canTrickyGMode"
"h_canPreciseIceClip"
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Kihunter (green)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 2
Top Right Door
To: 2
Top Right Door

Lure a Kihunter over to the right near the door (it may be easiest not to use the one that starts near the door). Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  },
  "comesThroughToilet": "any"
}

Requires:

{
  "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray"
}
"canTrickyGMode"
"h_canPreciseIceClip"
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Kihunter (green)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat.

From: 1
Left Side - Top Door
To: 13
Central Junction

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "maxExtraRunSpeed": "$2.8"
  }
}

Requires:

"canTrickySpringBallBounce"
"canInsaneJump"

Dev note: Higher speeds can work but are more difficult.

From: 13
Central Junction
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

Freeze a Zeb inside the left wall of the room, and use it to clip into the wall and X-Ray climb. Note that jumping directly against the wall to clip into it will put Samus into a forced crouch, unable to use X-Ray. Samus may either 1) perform a Crystal Flash to stand up, 2) use neutral knockback from a Reo to put Samus standing inside the wall, or 3) use the frozen Reo as a platform to run and clip into the wall. To manipulate the Reo into a suitable position, lure it to the left and crouch at the edge of the platform; jump as needed to bring it back on camera when it goes off; it should perform 4 big swoops down to the left, 2 small swoops (hitting the overhang above), then 5 more big swoops, after which it will enter a slow hover moving directly towards Samus. Freeze the Reo when its left side is approximately flush with the ledge, or up to about a tile to the right. After X-Ray climbing about 1.5 screens, the sound of the crumble blocks breaking is an indication that it is safe to end the climb, either by jumping up or by falling out to the right. Alternatively, there's no harm in continuing to climb, as the lack of door means it's impossible to climb beyond the destination.

Requires:

{
  "notable": "Wall Ice Clip X-Ray Climb"
}
"canWallIceClip"
{
  "or": [
    "h_canCrystalFlash",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Reo",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canWalljump",
            "SpaceJump",
            "canInsaneJump"
          ]
        },
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
"canXRayClimb"

Dev note: The Zeb moves 2 pixels per frame, and there are 3 positions where it can be frozen inside the wall using Ice beam alone, namely 2 pixels, 4 pixels, or 6 pixels deep inside the wall. For the method that uses the frozen Reo as a platform, only the 2-pixel-deep position will work; by moonwalking back inside the 2-tile space, it will work 100% reliably as long as the Zeb is frozen in that exact spot. For the method that jumps directly into the wall (with a Crystal Flash), either 2 or 4 pixels can work, or 6 with SpeedBooster; it will work more reliably the less deeply the Zeb is frozen inside the wall. Likewise, with the Reo knockback method either 2 or 4 pixels can work, though it is more reliable in the 2-pixel position; it helps to take the knockback a few pixels away from the wall, as it takes a few frames for the horizontal speed of the knockback to reach its maximum. The trick can work with Samus facing either toward or away from the wall when taking knockback; facing away makes it easier to quickly kill the Reo afterward to avoid taking a second hit.

From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)

Raise a Zeb to be just below the crumble blocks and blindly freeze it to set up an ice clip to reach the Power Bomb room exit door. Get a bug from the pipe to spawn facing left and freeze it while moving to the ledge below the Hopper room door. While crouched, a spazer or wave beam shot will shoot through the floor in front of Samus. Shoot then immediately jump so that the bug can be frozen at a pixel perfect height, which is higher than where it would typically be frozen (when not needing to preserve a flash suit). Once frozen, wait for the bug to thaw, then blindly follow it to the left without letting it go off camera, which would cause it to despawn. Refreeze it below the crumble blocks, perform a very precise ledge grab onto it, then jump through the crumble block to reach the door, all while carefully avoiding losing the flash suit.

Requires:

{
  "notable": "Blind Zeb Ice Clip (Preserve Flash Suit)"
}
"canStaggeredWalljump"
"canCameraManip"
"canOffScreenMovement"
{
  "or": [
    "Wave",
    "Spazer"
  ]
}
"canInsaneJump"
"h_canHighPixelIceClip"
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)

Freeze a Zeb inside the left wall of the room, and use it to clip into the wall and X-Ray climb. Note that jumping directly against the wall to clip into it will put Samus into a forced crouch, unable to use X-Ray. Samus may either 1) perform a Crystal Flash to stand up, 2) use neutral knockback from a Reo to put Samus standing inside the wall, or 3) use the frozen Reo as a platform to run and clip into the wall. To manipulate the Reo into a suitable position, lure it to the left and crouch at the edge of the platform; jump as needed to bring it back on camera when it goes off; it should perform 4 big swoops down to the left, 2 small swoops (hitting the overhang above), then 5 more big swoops, after which it will enter a slow hover moving directly towards Samus. Freeze the Reo when its left side is approximately flush with the ledge, or up to about a tile to the right. After X-Ray climbing a little over half a screen, it is possible to aim up and shoot the door (if it is blue) and listen for if it opens, to test if you are high enough to safely jump up. Alternatively, the sound of the crumble blocks breaking will indicate when Samus' feet are level with the bottom of the door.

Requires:

{
  "notable": "Wall Ice Clip X-Ray Climb"
}
"canWallIceClip"
{
  "or": [
    "h_canCrystalFlash",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Reo",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canWalljump",
            "SpaceJump",
            "canInsaneJump"
          ]
        },
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
"canXRayClimb"

Dev note: The Zeb moves 2 pixels per frame, and there are 3 positions where it can be frozen inside the wall using Ice beam alone, namely 2 pixels, 4 pixels, or 6 pixels deep inside the wall. For the method that uses the frozen Reo as a platform, only the 2-pixel-deep position will work; by moonwalking back inside the 2-tile space, it will work 100% reliably as long as the Zeb is frozen in that exact spot. For the method that jumps directly into the wall (with a Crystal Flash), either 2 or 4 pixels can work, or 6 with SpeedBooster; it will work more reliably the less deeply the Zeb is frozen inside the wall. Likewise, with the Reo knockback method either 2 or 4 pixels can work, though it is more reliable in the 2-pixel position; it helps to take the knockback a few pixels away from the wall, as it takes a few frames for the horizontal speed of the knockback to reach its maximum. The trick can work with Samus facing either toward or away from the wall when taking knockback; facing away makes it easier to quickly kill the Reo afterward to avoid taking a second hit.

Enter with G-Mode and use X-Ray to get stuck 9 pixels inside the door. X-Ray climb to a relatively specific height: after just one pixel of Samus' feet are visible while crouching facing left, perform between 20 and 22 more X-Ray stand-ups (any of these work). Use X-ray to face left, then run and jump to barely make it onto the ledge.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"canXRayClimb"
"canOffScreenMovement"
"canInsaneJump"

Dev note: 9 pixels stuck in the door is X position 484 (0x1E4). The correct Y positions for the jump are 193 (0xC1), 188 (0xBC), and 187 (0xBB) FIXME: Some of the X position to the left (482, 483) could also work; maybe investigate which vertical positions work for them?

From: 2
Right Door
To: 3
Top Junction

Get stuck 3 pixels inside the door, and X-ray climb to a precise height: after just one pixel of Samus' feet are visible while crouching facing left, perform exactly 7 more X-Ray stand-ups. Use X-ray to face left, then run and jump to barely make it onto the ledge.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"HiJump"
"canXRayClimb"
"canOffScreenMovement"
"canInsaneJump"

Dev note: 3 pixels stuck in the door is X position 478 (0x1DE).

From: 2
Right Door
To: 3
Top Junction

Come in with a spring ball bounce after gaining speed on a remote runway using exactly 32 tiles.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": true,
    "movementType": "any",
    "remoteAndLandingMinTiles": [
      [
        32,
        0
      ]
    ]
  }
}

Requires:

"canTrickyDashJump"
"canInsaneJump"

Dev note: This requires extra run speed of either $6.0 or $6.1

From: 3
Dry Platform Junction
To: 1
Right Door

Perform a speedball into a temporary blue chain to reach the door. If HiJump and Spring Ball are unavailable, then getting out of the water requires a very precise jump: delay aiming down for the mid-air morph until after Samus is above the water line.

Requires:

{
  "getBlueSpeed": {
    "usedTiles": 32,
    "openEnd": 1
  }
}
"canChainTemporaryBlue"
"canSpeedball"
{
  "or": [
    "canInsaneJump",
    "HiJump",
    "canSpringBallBounce"
  ]
}

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right and wait on the safe spot for a second to overload PLMs. Move right to touch the thorns and use that to damage boost leftwards onto the next thorns and roll into the third Samus Eater. Place a Power Bomb and then quickly unmorph and jump onto the block above and exit G-Mode before the Power Bomb explodes to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Also note that there are much easier strats with more Energy or more Power Bombs.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"canUseIFrames"
"canNeutralDamageBoost"
"canInsaneJump"
{
  "thornHits": 2
}
"h_canArtificialMorphPowerBomb"

Clears obstacles: B

From: 1
Right Door
To: 2
Item

Land in the right side of the third Samus Eater on the floor of Hellway. The Samus Eater teleport will result in Samus being placed below the Power Bombs blocks, below the door. Use Spring Ball or Bombs to navigate past the thorns, Samus Eaters, and Yapping Maws. It can be helpful to use a Super to kill the first Yapping Maw.

Entrance condition:

{
  "comeInWithSamusEaterTeleport": {
    "floorPositions": [
      [
        15,
        13
      ],
      [
        1,
        13
      ]
    ],
    "ceilingPositions": []
  }
}

Requires:

{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        "h_canUseSpringBall",
        {
          "thornHits": 4
        }
      ]
    },
    {
      "and": [
        "h_canUseMorphBombs",
        {
          "thornHits": 3
        },
        {
          "samusEaterFrames": 320
        }
      ]
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "thornHits": 1
    }
  ]
}
From: 1
Right Door
To: 2
Item

Come in with stored fall speed and get past or kill the Sidehoppers without getting hit. It is possible to open the door to back up and quickly kill the hoppers, or to run under them and clip without getting hit.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Requires:

{
  "or": [
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    {
      "and": [
        "canInsaneJump",
        {
          "or": [
            "Plasma",
            {
              "ammo": {
                "type": "Super",
                "count": 6
              }
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: Coming in with blue speed would be an alternative way to get past the hoppers, but this may be tricky to model. FIXME: It is possible to get past the sidehoppers without killing them and moonfall without getting hit. This could then allow Samus to kill them safely with Wave, Morph, etc.

From: 1
Right Door
To: 2
Item

Come in with stored fall speed and get past or kill the Sidehoppers without getting hit. It is possible to open the door to back up and quickly kill the hoppers, or to run under them and clip without getting hit.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}

Requires:

{
  "or": [
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    {
      "and": [
        "canInsaneJump",
        {
          "or": [
            "Plasma",
            {
              "ammo": {
                "type": "Super",
                "count": 6
              }
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: Coming in with blue speed would be an alternative way to get past the hoppers, but this may be tricky to model. FIXME: It is possible to get past the sidehoppers and moonfall without getting hit.

From: 1
Left Door
To: 2
Right Door

This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

{
  "notable": "Long Ceiling Bomb Jump"
}
"h_canArtificialMorphLongCeilingBombJump"
"canBeVeryPatient"
"canInsaneJump"
From: 2
Right Door
To: 1
Left Door

This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. It is recommended to avoid killing the Firefleas, as the room gets dark fast.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

{
  "notable": "Long Ceiling Bomb Jump"
}
"h_canArtificialMorphBombHorizontally"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphLongCeilingBombJump"
"canBeVeryPatient"
"canInsaneJump"
From: 3
Safe Block in the Middle of the Room
To: 4
Small Ledge Below Left Door

Requires:

"canHorizontalDamageBoost"
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        {
          "spikeHits": 2
        }
      ]
    },
    {
      "spikeHits": 3
    }
  ]
}
From: 3
Safe Block in the Middle of the Room
To: 4
Small Ledge Below Left Door

Requires:

"canUseIFrames"
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        {
          "spikeHits": 2
        }
      ]
    },
    {
      "spikeHits": 3
    }
  ]
}
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Run and jump from the safe stair to just reach the door ledge. To avoid walljumping, use a full speed jump or jump from on top of the spikes (stairs or floor).

Requires:

"HiJump"
"SpeedBooster"
{
  "or": [
    {
      "and": [
        "canWalljump",
        {
          "or": [
            "canTrickyJump",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyDashJump",
        "h_canBackIntoCorner",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        "canTrickyDashJump",
        {
          "spikeHits": 1
        }
      ]
    }
  ]
}
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Jump to the door leading to X-Ray either by jumping from spikes or with a very precise jump. Cross the room by Jumping atop the spikes. Taking enemy damage can be used to reduce some spike damage. The final jump can either be made by jumping from the bottommost spike stair or from the safe stair. Setup run speed atop the spike stair by holding forward to be pushed backward. The safe stair jump is much harder, but can be made without every pixel of runway.

Requires:

{
  "notable": "X-Ray Access SpikeJumps with HiJump"
}
"HiJump"
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "canInsaneWalljump",
        "canInsaneJump",
        "h_canBackIntoCorner"
      ]
    },
    {
      "and": [
        {
          "spikeHits": 1
        },
        "canHorizontalDamageBoost",
        "canPreciseWalljump",
        "canUseIFrames"
      ]
    }
  ]
}
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Requires:

"h_SpringwallOverSpikes"
{
  "or": [
    {
      "spikeHits": 1
    },
    "canInsaneJump"
  ]
}
From: 1
Top Left Door
To: 9
Junction (Top Rippers)

Freeze the Beetom and use it as a platform to climb the room without wall jumps. This can be done with well-timed Flatley jumps on top of the frozen Beetom, by turning around and spin jumping just as it unfreezes. This can be made easier (at the cost of some additional Beetom hits) with a pause-buffer method: Press pause, and begin a turn-around just before the pause hits; unequip Ice to immediately unfreeze the Beetom; unpause and press jump quickly after control resumes, but without buffering the input. For the top two jumps, it is possible to reduce the risk of damage by freezing the Beetom against the wall: in case of a failure due to an early (e.g. buffered) jump, the Beetom may stay stuck wiggling in the wall, and then it can be refrozen without needing to take damage to reposition it.

Requires:

{
  "notable": "Frozen Beetom Ice Climb"
}
"canTrickyUseFrozenEnemies"
"canFlatleyJump"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 9
      }
    },
    {
      "and": [
        "canInsaneJump",
        {
          "enemyDamage": {
            "enemy": "Beetom",
            "type": "contact",
            "hits": 4
          }
        }
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        {
          "enemyDamage": {
            "enemy": "Beetom",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "refill": [
            "Energy"
          ]
        }
      ]
    }
  ]
}
From: 1
Right Door
To: 2
Item

Gain a shinecharge while running into the room, stopping just before running into the wall. Without holding dash, spin-jump to the left and mid-air morph into the morph tunnel. The mid-air morph must be delayed in order for Samus to move far enough left to avoid catching on the ceiling. Use the shinespark to break the bomb block.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 6,
    "openEnd": 1
  }
}

Requires:

"Morph"
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 5,
    "excessFrames": 0
  }
}

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, avoid backing into the corner at the start of runway; instead press against it and turn around, to put Samus into a better position.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"SpeedBooster"
{
  "or": [
    "canMomentumConservingMorph",
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 45,
      "openEnd": 1
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $7.0. Using the full runway, there is a 4-frame window for the jump, then between a 1-frame and 4-frame window for the morph depending on the jump (with later jumps giving more frames for the morph). If there is a solid tile on the ceiling in the next room past the door frame, then the windows for the jump and morph are tighter. The momentum-conserving turnaround has a 3-frame window for the jump, and between a 1-frame or 4-frame for the turnaround (with later jumps giving a larger window for the turnaround); again the windows can be more narrow depending on what is required in the next room.

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"SpeedBooster"
"canInsaneJump"
"canMomentumConservingMorph"
"canInsaneMidAirMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 45,
      "openEnd": 1
    },
    "obstruction": [
      4,
      0
    ]
  }
}

Dev note: Max extra run speed $7.0. Using the full runway, there is a 2-frame window for the jump, then a 1-frame or 2-frame window for the morph depending on the jump (with a last-frame jump giving a 2-frame morph window). If there is a solid tile on the ceiling in the next room past the door frame, then a the jump and morph are both frame-perfect.

From: 1
Left Door
To: 1
Left Door

Requires:

{
  "or": [
    "f_DefeatedKraid",
    {
      "obstaclesCleared": [
        "f_DefeatedKraid"
      ]
    }
  ]
}
"SpeedBooster"
"canInsaneJump"
"canMomentumConservingMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 24,
      "openEnd": 0
    },
    "obstruction": [
      4,
      0
    ]
  }
}

Dev note: Max extra run speed $4.4. Using the full runway, there is a 2-frame window for the jump, then a 1-frame or 2-frame window for the morph depending on the jump (with a last-frame jump giving a 2-frame morph window).

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "or": [
    "f_DefeatedKraid",
    {
      "obstaclesCleared": [
        "f_DefeatedKraid"
      ]
    }
  ]
}
"SpeedBooster"
"canInsaneJump"
"canMomentumConservingMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 24,
      "openEnd": 0
    },
    "obstruction": [
      4,
      0
    ]
  }
}

Dev note: Max extra run speed $4.4. Using the full runway, there is a 2-frame window for the jump, then a 1-frame or 2-frame window for the morph depending on the jump (with a last-frame jump giving a 2-frame morph window).

From: 4
Junction (Right Pit)
To: 3
Right Door

Back up against the wall of the single-tile ledge. Run forward, perform a single arm pump, and jump on the last possible frame. Aim down just before reaching the platform. The arm pump can be performed by pressing shot, or by pressing an angle button (but not releasing it until after the jump).

Requires:

{
  "notable": "Arm Pump Jump"
}
"h_canBackIntoCorner"
"canInsaneJump"
"canDownGrab"
From: 3
Top Right Door
To: 5
Kihunter Junction

Spring ball bounce directly into the tunnel to break the bomb block with blue speed. The Kihunters can be killed by retreating to the morph tunnel if needed.

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "maxExtraRunSpeed": "$2.8"
  }
}

Requires:

"canTrickySpringBallBounce"
"canInsaneJump"

Clears obstacles: B, C

From: 1
Bottom Left Door
To: 2
Top Right Door

Enter the room with a Missile selected on auto-cancel, holding angle-up. Fire a Missile shot to kill the first Skree, then run right and immediately fire a beam shot to destroy the shot block. Run off the edge and down-grab onto the next platform. Run and jump directly up where the shot block used to be, moving quickly enough to dodge the Skree projectiles by going under them. Use a wall jump, HiJump, or a mid-air spring ball jump to make it up.

Requires:

"canAutoCancelWeapon"
{
  "ammo": {
    "type": "Missile",
    "count": 1
  }
}
"canTrickyDodgeEnemies"
"canInsaneJump"
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "heatFrames": 160
        }
      ]
    },
    {
      "and": [
        "canWalljump",
        {
          "heatFrames": 180
        }
      ]
    },
    {
      "and": [
        "canTrickySpringBallJump",
        {
          "heatFrames": 195
        }
      ]
    }
  ]
}
From: 4
Bottom Junction (Cleared Runway)
To: 2
Right Door

This is a precise strat which requires maximum run speed. Jump when passing under the floating platform and barely avoid hitting the rightmost wall. Wall jump on the horizontal spire near to the door.

Requires:

{
  "notable": "Speedjump (Left to Right)"
}
"canTrickyDashJump"
{
  "or": [
    "canWalljump",
    "h_heatProof",
    "canInsaneJump"
  ]
}
{
  "heatFrames": 150
}
From: 5
Bottom Right Junction
To: 2
Right Door

Wait for the global Sova to begin climbing the wall below the door. Have Reserves set to manual and couch jump up above the Sova as it turns the lip of the ledge. Before touching the Sova, pause, so that Samus will recieve a small damage boost followed by pause screen appearing. Set Reserves back to auto which will end Samus' i-frames enabling a second damage boost. Without Morphball, this requires a blind damage boost.

Requires:

{
  "notable": "Sova Boost"
}
"canCrouchJump"
"canInsaneJump"
{
  "or": [
    "canMidAirMorph",
    "canOffScreenMovement"
  ]
}
"canCameraManip"
"canReserveDoubleDamageBoost"
{
  "heatFrames": 830
}
{
  "autoReserveTrigger": {
    "minReserveEnergy": 85
  }
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 90
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$2.0"
  }
}

Requires:

"HiJump"
"canLateralMidAirMorph"
"canInsaneJump"
"canPauseRemorphTemporaryBlue"
"canXRayTurnaround"
{
  "heatFrames": 360
}

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["super","powerbomb"],"requires":[]}
{"types":["missiles"],"requires":[{"heatFrames":50}]}

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$2.0"
  }
}

Requires:

"canLateralMidAirMorph"
"canTrickySpringBallJump"
"canInsaneJump"
"canPauseRemorphTemporaryBlue"
"canXRayTurnaround"
{
  "heatFrames": 440
}

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["super","powerbomb"],"requires":[]}
{"types":["missiles"],"requires":[{"heatFrames":50}]}
From: 3
Right Door
To: 3
Right Door

Charge a spark along the bottom of the room and use it to spark through the right side door. Requires opening the door and shutter first.

Requires:

{
  "notable": "Shinespark through Wave Beam Door"
}
"HiJump"
{
  "or": [
    "SpaceJump",
    "Grapple"
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "Wave",
    {
      "and": [
        "h_canHeatedBlueGateGlitch",
        {
          "heatFrames": 60
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "canTrickyDashJump",
        "canWalljump"
      ]
    },
    "SpaceJump"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 28,
    "gentleUpTiles": 3,
    "gentleDownTiles": 3,
    "openEnd": 0
  }
}
{
  "heatFrames": 780
}
{
  "shinespark": {
    "frames": 57
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: A hero shot variation of this strat might be possible, starting from a node to the left; if nothing else it could be done with a shortcharge on the 12-tile platform to the left.

From: 3
Right Door
To: 4
Item

Position Samus into the bottom right corner, using i-frames to run and jump from the crumble blocks, and then wall jump to make it onto the ledge. If using a spike hit to gain i-frames, be sure to be holding forward (left) when landing, in order to get pushed back into the corner. If using the Ripper to gain i-frames, perform a damage boost from a relatively low position, in order to land quickly enough to reach the crumble blocks before i-frames run out.

Requires:

{
  "notable": "Hijumpless Spike Speedjump"
}
{
  "or": [
    {
      "spikeHits": 1
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Ripper 2 (green)",
            "type": "contact",
            "hits": 1
          }
        },
        "canHorizontalDamageBoost",
        "canInsaneJump"
      ]
    }
  ]
}
"canUseIFrames"
"canTrickyDashJump"
"canPreciseWalljump"
{
  "heatFrames": 300
}
From: 4
Item
To: 1
Top Left Door

Requires:

{
  "heatFrames": 250
}
"h_canHeatedBlueGateGlitch"

Clears obstacles: A

From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 1
Top Left Door

With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that it is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        }
      ]
    }
  ]
}
"Plasma"
"h_heatedGModePauseAbuse"
"canInsaneJump"

Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled. FIXME: The item that was remote acquired could be Morph, one of the items needed to climb the room, or maybe Plasma.

From: 7
G-Mode Junction (Bottom Right)
To: 1
Top Left Door

With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that it is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        }
      ]
    }
  ]
}
"Plasma"
"h_heatedGModePauseAbuse"
"canInsaneJump"

Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled.

From: 3
Bottom Left Door
To: 2
Middle Left Door

Requires:

"Morph"
{
  "heatFrames": 260
}
"h_canHeatedBlueGateGlitch"

Clears obstacles: A

From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door

Requires:

"Morph"
{
  "heatFrames": 150
}
"h_canHeatedBlueGateGlitch"

Clears obstacles: A

From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door

Requires:

"Morph"
{
  "heatFrames": 150
}
"h_canHeatedBlueGateGlitch"

Exit condition:

{
  "leaveWithRunway": {
    "length": 11,
    "openEnd": 0,
    "gentleDownTiles": 4
  }
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":90}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 1
Left Door
To: 5
Lava, Center Namihe

Gain a specifc amount of speed by running from a standstill, starting slightly more than 3 tiles from the edge of the Ridley statue jaw. Jump on the last possible frame (second-to-last frame may also work, depending on subpixels). If successful, Samus will avoid bonking the wall and will land directly in front of the Namihe.

Requires:

{
  "notable": "Thread the Needle Entry"
}
{
  "or": [
    "canSuitlessLavaDive",
    "Gravity"
  ]
}
"canInsaneJump"
{
  "heatFrames": 200
}
{
  "lavaFrames": 60
}

Dev note: Starting horizontal positions between $F2 and $FB will work consistently with a last-frame jump. Positions further left can also work but may require an earlier jump. Gravity only makes about 1 or 2 frames of difference here, which we ignore.

From: 2
Right Door
To: 1
Left Door

Triple Spring Ball jump through the Lava Dive. Start with a Gravity jump, then delay the second jump as much as possible, and get all of the pauses close to as early as possible.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

{
  "notable": "Artificial Morph, Triple Spring Ball Jump"
}
{
  "tech": "canDoubleSpringBallJumpMidAir"
}
"h_canArtificialMorphSpringBall"
"canInsaneJump"
{
  "lavaFrames": 275
}
{
  "gravitylessLavaFrames": 200
}
"h_HeatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Triple Spring Ball jump through the Lava Dive. Delay the second jump as much as possible, and get all of the pauses close to as early as possible.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

{
  "notable": "Artificial Morph, Triple Spring Ball Jump"
}
"h_canArtificialMorphDoubleSpringBallJump"
"canInsaneJump"
{
  "gravitylessLavaFrames": 640
}
"h_HeatedGModeOpenDifferentDoor"
From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Begin on top of the lower left Namihe Jump into a double IBJ with such timing that Samus passes above the fired flame and such a way that there is no horizontal speed. A forward jump with run not held will work. Begin diagonal bomb jumping once past the start of the 2nd spike group from the top.

Requires:

{
  "notable": "Diagonal Bomb Jump"
}
"h_heatProof"
"Gravity"
{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
"canJumpIntoIBJ"
"canLongIBJ"
"canDoubleBombJump"
"canDiagonalBombJump"
"canStaggeredIBJ"
"canInsaneJump"
{
  "heatFrames": 1560
}
{
  "lavaFrames": 1520
}

Dev note: heatProof because each attempt at this strat costs so many heat frames and its hard enough already.

From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain i-frames and then very quickly walljump up the spikes and across to the right side wall.

Requires:

{
  "notable": "HiJumpless Nahime Morph Kago"
}
"canSuitlessLavaDive"
"canInsaneWalljump"
"canInsaneJump"
"canUseIFrames"
"canStaggeredWalljump"
"canFastWalljumpClimb"
"canUseEnemies"
"canKago"
{
  "heatFrames": 510
}
{
  "gravitylessLavaFrames": 480
}
{
  "enemyDamage": {
    "enemy": "Namihe",
    "type": "kago",
    "hits": 2
  }
}
From: 1
Left Door
To: 2
Right Door

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. While luring the right Multiviola around the room, it is important to prevnt the Magdollites from spawning too many fireballs, otherwise the Multiviola won't give any drops. Either kill the middle Magdollite with a Super and stay away from the others when possible, or use Ice keep them frozen. Be careful not to touch any invisible flames that the Magdollites do spawn. It is also possible to do this with nothing; stand on the right platform while the Magdollite shoots to the right, then go to left edge of the runway to the right, pause abuse and exit G-mode while crouching and shooting upwards to kill and collect the flame drops.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  }
}

Requires:

"h_heatedGModePauseAbuse"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "canFarmWhileShooting",
        "canInsaneJump"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Requires:

{
  "or": [
    {
      "heatFrames": 420
    },
    {
      "and": [
        {
          "heatFrames": 335
        },
        {
          "or": [
            "canInsaneJump",
            {
              "and": [
                "canDodgeWhileShooting",
                {
                  "or": [
                    "Plasma",
                    "Wave",
                    "Spazer",
                    "ScrewAttack",
                    "canPseudoScrew",
                    {
                      "ammo": {
                        "type": "Missile",
                        "count": 1
                      }
                    },
                    {
                      "ammo": {
                        "type": "Super",
                        "count": 1
                      }
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "heatFrames": 360
        },
        "canTrickyJump"
      ]
    }
  ]
}
From: 1
Right Door
To: 1
Right Door

Very quickly cross the room, collecting both items without falling into the lava. A Power Bomb in the middle of the room sets up the Sova drops and adds lag which makes the block item easier to collect with a Flatley jump. Farming the left sova and middle dragon increases the chances of getting enough health drops, but it may still not be possible with poor drop luck. Pause abuse can be useful for reaching the right side drops if the left side's luck was bad.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 2
  }
}

Requires:

{
  "or": [
    "Wave",
    "Plasma",
    "Spazer",
    "canBeVeryPatient"
  ]
}
{
  "enemyKill": {
    "enemies": [
      [
        "Sova",
        "Sova",
        "Sova",
        "Dragon",
        "Dragon"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
"canMockball"
"canPreciseWalljump"
"canInsaneJump"
"canPauseAbuse"
"canFarmWhileShooting"
"canBePatient"
{
  "resourceMissingAtMost": [
    {
      "type": "Missile",
      "count": 0
    },
    {
      "type": "Super",
      "count": 0
    }
  ]
}
{
  "heatFrames": 392
}
{
  "resourceAtMost": [
    {
      "type": "RegularEnergy",
      "count": 1
    }
  ]
}

Dev note: Not notable because it is safer to collect the items in separate trips. The first OR block is for farming the left sova for more consistency, or resetting to retry the strat multiple times. canBePatient indicates a chance of failure even if everything is performed correctly.

Requires:

{
  "notable": "Power Bomb with Damage Boost"
}
{
  "enemyKill": {
    "enemies": [
      [
        "Dragon"
      ],
      [
        "Dragon",
        "Dragon"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
"canHorizontalDamageBoost"
{
  "enemyDamage": {
    "enemy": "Dragon",
    "type": "fireball",
    "hits": 2
  }
}
"canFlatleyJump"
"canTrickyJump"
{
  "or": [
    {
      "tech": "canUsePowerBombLag"
    },
    "canInsaneJump"
  ]
}
{
  "heatFrames": 400
}
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item

Requires:

{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "heatFrames": 35
        }
      ]
    },
    "canInsaneJump",
    {
      "and": [
        {
          "obstaclesCleared": [
            "A"
          ]
        },
        {
          "heatFrames": 60
        }
      ]
    }
  ]
}
{
  "heatFrames": 195
}
From: 3
Hidden Platform Item
To: 4
Junction Above Hidden Platform Item

Time the breaking of the hidden item block with a spinjump to avoid falling into the lava. Turnaround just before the item fanfare begins and then hold jump to buffer a spinjump.

Requires:

"canInsaneJump"
"canFlatleyJump"
{
  "heatFrames": 30
}
From: 2
Right Door
To: 1
Left Door

With wall jumps, ride the Tripper and wall jump twice above the middle spike, fall into the lava and jump back onto the Tripper and wall jump on the opposite side of the middle spike until it returns. Without wall jumps, jump into the lava in front of the Tripper, spin jump once to move quickly then again to land on the Tripper after the middle spike. With a very precise timing, it is possible to ride the second Tripper without touching the lava, otherwise, cross the second pit with the same method as the first. To cross the second pit, jump onto the Tripper as early as possible, then position Samus as far right as possible; this can be made easier with Moonwalk.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  }
}

Requires:

{
  "or": [
    {
      "lavaFrames": 110
    },
    {
      "and": [
        {
          "or": [
            "HiJump",
            "canWalljump",
            "Gravity"
          ]
        },
        {
          "lavaFrames": 40
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canConsecutiveWalljump",
        {
          "lavaFrames": 25
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "lavaFrames": 35
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "lavaFrames": 60
    },
    {
      "and": [
        "canTrickyJump",
        "canConsecutiveWalljump",
        {
          "lavaFrames": 35
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "lavaFrames": 40
        }
      ]
    },
    "canInsaneJump"
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Morph and ride the Trippers. It is possible to Bomb boost off of the Tripper then IBJ until the next Tripper. It may help to roll into the Bomb to make the placement a little more lenient, but avoid falling off the Tripper to be able to keep trying.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

{
  "or": [
    "Morph",
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "canInsaneJump",
        "h_canArtificialMorphIBJ"
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: FIXME: It is possible to cross the room with Power Bombs, but requires avoiding killing the off-screen Tripper with them.

From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Requires:

{
  "heatFrames": 135
}
"h_canHeatedBlueGateGlitch"

Clears obstacles: A

From: 2
Bottom Left Door
To: 1
Top Left Door

Enter the morph tunnel then exit G-mode. Shooting the shot block off screen can be done by jumping and shooting up or with Grapple or a Power Bomb. Getting positioned under the shot block can be done by walking into the camera scroll block and then walking against the right wall, jump to the left and walk a little more (about one more tile). This will also give some visibility of Samus. Without heat damage, it is recommended to jump up past the shot block and wait for it to respawn; with the block intact, Samus can't accidentally touch the lava.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"h_heatedGMode"
"canOffScreenMovement"
{
  "or": [
    "h_canArtificialMorphMovement",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 3
      }
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyJump",
        "h_heatProof"
      ]
    },
    {
      "and": [
        "h_heatProof",
        "h_lavaProof",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 1000
}

Dev note: These heat frames are not very tight, as the room is difficult to do consistently.

From: 3
Bottom Left Door
To: 6
Top Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 12,
    "openEnd": 0
  }
}

Requires:

"HiJump"
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 6
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: Sparking out in top position is very tight, hence the canInsaneJump requirement.

From: 5
Middle Right Door
To: 1
Top Left Door

Quickly climb the left side of the room to just have enough time to shinespark out the door. Requires precise ledge grabs, but some precise walljumps can make it slightly easier.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 12,
    "openEnd": 0
  }
}

Requires:

"HiJump"
"canMidairShinespark"
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 5
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 5
Middle Right Door
To: 6
Top Right Door

Quickly climb the right side of the room to just have enough time to shinespark out the door.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 4,
    "openEnd": 1
  }
}

Requires:

"HiJump"
"canMidairShinespark"
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 6
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: Sparking out in top position is very tight, hence the canInsaneJump requirement.

From: 6
Top Right Door
To: 7
Elevator

Jump onto the Sova platform, and off again, without getting hit. This requires a very clean ledge grab.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 105
}
"canInsaneJump"
"canShinechargeMovementTricky"

Exit condition:

{
  "leaveShinecharged": {}
}

Jump onto the Sova platform without getting hit. This requires a very clean ledge grab.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 0
  }
}

Requires:

"canInsaneJump"
"canShinechargeMovementTricky"
{
  "shineChargeFrames": 100
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 8
Main Junction
To: 6
Top Right Door

Requires:

"HiJump"
{
  "or": [
    {
      "and": [
        {
          "doorUnlockedAtNode": 3
        },
        {
          "doorUnlockedAtNode": 5
        },
        {
          "canShineCharge": {
            "usedTiles": 14,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            {
              "doorUnlockedAtNode": 3
            },
            {
              "doorUnlockedAtNode": 5
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    }
  ]
}
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 6
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"nodeId":3,"types":["ammo"],"requires":[]}
{"nodeId":5,"types":["ammo"],"requires":[]}
{"nodeId":6,"types":["ammo"],"requires":[]}

Dev note: Sparking out in top position is very tight, hence the canInsaneJump requirement.

From: 1
Left Door
To: 3
Item

Build up 34 tiles worth of run speed and jump into the door on the last frame. Hold angle up through the transition but also aim down to duck below the ceiling until Samus is past it. Fire the Super Missile frame perfectly to open the gate.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 34
  }
}

Requires:

{
  "notable": "High Speed Gate Glitch"
}
"h_canHeatedGreenGateGlitch"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canInsaneJump"

Clears obstacles: A

Dev note: 1 extra tile is added so that you can jump into the door, simplifying the inputs a bit.

From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_canCrouchJumpDownGrab",
        {
          "or": [
            "canInsaneJump",
            "h_additionalBomb"
          ]
        }
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: FIXME: A variant with shinesparking can be added. (Energy from immobile, CF, or energy free sparks)

Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. To safely pass the Geruta without a hit, jump left below it, to get it to swoop left before going up.

Requires:

"h_heatProof"
"canBePatient"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    "Ice",
    "h_lavaProof",
    {
      "enemyDamage": {
        "enemy": "Geruta",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Dragon",
            "type": "fireball",
            "hits": 1
          }
        },
        {
          "lavaFrames": 55
        }
      ]
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    "SpaceJump",
    "Charge",
    "Ice",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Dragon",
        "type": "fireball",
        "hits": 5
      }
    },
    {
      "and": [
        "h_lavaProof",
        "ScrewAttack"
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        "HiJump",
        "Grapple"
      ]
    }
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it.

From: 2
Right Door
To: 2
Right Door

Touch the item as little as possible in order to prevent PLMs from being overloaded, so the platforms below remain solid.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_canCrouchJumpDownGrab",
        "canInsaneJump"
      ]
    }
  ]
}
"h_DirectHeatedGModeLeaveSameDoor"

Dev note: There is no leniency option for using an extra Power Bomb, because it will contribute to PLM overload. (2 PBs is technically barely possible) FIXME: A variant with shinesparking can be added. (It would require energy free sparks)

Move quickly to avoid being hit by the Geruta before sparking. Samus can still take damage from the Geruta during the shinespark wind-up; this can be avoided by activating the spark quickly enough.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 100
}
"canHorizontalShinespark"
{
  "shinespark": {
    "frames": 70,
    "excessFrames": 12
  }
}
"canShinechargeMovementTricky"
{
  "heatFrames": 290
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Geruta",
        "type": "contact",
        "hits": 1
      }
    },
    "canInsaneJump"
  ]
}
From: 2
Right Door
To: 3
Item

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

"h_heatedGMode"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_canCrouchJumpDownGrab",
        {
          "or": [
            "canInsaneJump",
            "h_additionalBomb"
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 90
}

Clears obstacles: A

Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: A variant with shinesparking can be added. (Energy from immobile, CF, or energy free sparks)

From: 2
Right Door
To: 3
Item

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  }
}

Requires:

"h_heatedGMode"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_canCrouchJumpDownGrab",
        {
          "or": [
            "canInsaneJump",
            "h_additionalBomb"
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: FIXME: A variant with shinesparking can be added. (Energy from immobile, CF, or energy free sparks)

From: 2
Right Door
To: 3
Item

Either freeze the Geruta and turn off and on Ice to quickly thaw it and save Energy, or carefully jump over it without freezing it or getting hit. Then lure it left by jumping towards it from below. Freeze it when it performs a larger swoop and use it as a platform to get to the item.

Requires:

"canTrickyUseFrozenEnemies"
"HiJump"
{
  "heatFrames": 1050
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "heatFrames": 110
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "heatFrames": 500
    }
  ]
}

Dev note: The canInsaneJump option is to represent the difference between good and bad Geruta RNG.

From: 2
Right Door
To: 3
Item

Ride the Geruta left to reach the missile location by freezing it repeatedly. Stay on its left side when it touches the ceiling for the enemy to continue moving forward. It may not be possible to climb back up to the Geruta if Samus falls. When it moves towards the ceiling, reset Samus' fall speed using an unmorph or by taking knockback damage, in order to wait for the Geruta to fall low enough to refreeze.

Requires:

{
  "notable": "Ice Only Geruta Platforming"
}
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "canResetFallSpeed",
        "canTrickyDodgeEnemies",
        {
          "heatFrames": 1000
        },
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Geruta",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Geruta",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 3000
}
From: 2
Right Door
To: 3
Item

Uses a bomb boost at the end of a mid-air SpringBall jump. Also requires a crouchjump and downgrab to complete the maneuver.

Requires:

{
  "notable": "SpringBall Bomb Boost"
}
"canSpringBallJumpMidAir"
"canUnmorphBombBoost"
"h_canCrouchJumpDownGrab"
{
  "heatFrames": 800
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        {
          "heatFrames": 250
        },
        "h_additionalBomb"
      ]
    }
  ]
}
From: 2
Right Door
To: 3
Item

Either freeze the Geruta and turn off and on Ice to quickly thaw it and save Energy, or carefully jump over it without freezing it or getting hit. Then lure it left by jumping towards it from below with a series of mid-air SpringBall jumps. Freeze it when it performs a larger swoop and use it as a platform to get to the item. Be careful not to jump into the Geruta's path to avoid hitting it.

Requires:

{
  "notable": "SpringBall Freeze"
}
"canTrickyUseFrozenEnemies"
"canSpringBallJumpMidAir"
{
  "heatFrames": 1600
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        {
          "heatFrames": 110
        },
        {
          "enemyDamage": {
            "enemy": "Geruta",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "heatFrames": 700
    }
  ]
}

Dev note: The canInsaneJump option is to represent the difference between good and bad Geruta RNG.

From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)

While artificially morphed, carefully dodge or kill the enemies in the first half of the room. Go over the first set of Speed Blocks, then kill the first Red Pirate with a Power Bomb or after unmorphing. It is possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers. Without any Power Bombs, this requires precise movement with Spring Ball or very precise movement with just Bombs.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"canTrickyJump"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 6
      }
    },
    {
      "and": [
        {
          "or": [
            {
              "and": [
                "h_canArtificialMorphSpringBall",
                "canTrickyDodgeEnemies"
              ]
            },
            {
              "and": [
                "h_canArtificialMorphIBJ",
                "canInsaneJump"
              ]
            },
            {
              "and": [
                {
                  "ammo": {
                    "type": "PowerBomb",
                    "count": 1
                  }
                },
                "h_canArtificialMorphSpringBall"
              ]
            },
            {
              "and": [
                {
                  "ammo": {
                    "type": "PowerBomb",
                    "count": 2
                  }
                },
                "h_canArtificialMorphIBJ"
              ]
            }
          ]
        },
        {
          "or": [
            "h_canArtificialMorphPowerBomb",
            "h_hasBeamUpgrade",
            {
              "enemyKill": {
                "enemies": [
                  [
                    "Red Space Pirate (standing)"
                  ]
                ],
                "explicitWeapons": [
                  "Missile",
                  "Super",
                  "ScrewAttack"
                ]
              }
            },
            {
              "enemyDamage": {
                "enemy": "Red Space Pirate (standing)",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: It is possible to jump over the left bridge pirate, but it is incredibly precise and not expected.

From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)

Run through the speed blocks then carefully cross the crumble bridge, as it will mostly be air. Alternatively, a speedball will prevent PLMs from overloading and Samus can roll over the bridge. Kill the pirate after the bridge before it places its invisible lasers, preventing Samus from getting through damageless. Samus can simply run to the right and fall through the bridge to safety below the pirate and kill it from below. It is also possible to perform one precise jump to cross most of the bridge and kill the pirate while blue.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  }
}

Requires:

"h_getBlueSpeedMaxRunway"
{
  "or": [
    "canSpeedball",
    "canInsaneJump",
    "h_hasBeamUpgrade",
    {
      "enemyKill": {
        "enemies": [
          [
            "Red Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Missile",
          "Super",
          "ScrewAttack"
        ]
      }
    },
    {
      "enemyDamage": {
        "enemy": "Red Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: It is possible to shinecharge before the bridge and spark vertically above it, then move the camera to kill the pirate with speed echoes, but this isn't really easier.

From: 4
Bottom Right Door
To: 2
Far Left Door

Gain high run speed using a runway in the neighboring room, and jump through the door. With a precisely timed unmorph and a buffered shot to open the door, it is possible to just barely make it through with no tanks. After unmorphing, walk instead of running, to avoid bonking the door.

Entrance condition:

{
  "comeInBlueSpinning": {
    "unusableTiles": 1,
    "minExtraRunSpeed": "$6.5"
  }
}

Requires:

{
  "notable": "Reverse Speedball"
}
"canInsaneJump"
"canSpeedball"
{
  "heatFrames": 392
}
From: 4
Bottom Right Door
To: 5
Top Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 1
  }
}

Requires:

"canShinechargeMovementTricky"
"canInsaneJump"
"canBePatient"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "contact",
        "hits": 1
      }
    },
    "Plasma",
    {
      "and": [
        "Wave",
        "Spazer"
      ]
    }
  ]
}
{
  "shineChargeFrames": 177
}
{
  "shinespark": {
    "frames": 10,
    "excessFrames": 0
  }
}
{
  "heatFrames": 220
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: The canBePatient requirement represents the possible need to retry in case bad RNG causes a Cac spike hit to mess up the strat.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 2,
    "openEnd": 1,
    "minExtraRunSpeed": "$1.9",
    "maxExtraRunSpeed": "$2.F"
  }
}

Requires:

"canChainTemporaryBlue"
{
  "or": [
    {
      "and": [
        "canBlueSpaceJump",
        {
          "heatFrames": 215
        }
      ]
    },
    {
      "and": [
        "canTrickySpringBallBounce",
        {
          "heatFrames": 215
        }
      ]
    },
    {
      "and": [
        "canLongChainTemporaryBlue",
        "canInsaneJump",
        {
          "heatFrames": 380
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["super","powerbomb"],"requires":[]}
{"types":["missiles"],"requires":[{"heatFrames":50}]}

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "minExtraRunSpeed": "$4.4"
  }
}

Requires:

"canTrickySpringBallBounce"
"canInsaneJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Middle Left Door
To: 4
Right Door

Entrance condition:

{
  "comeInWithMockball": {
    "speedBooster": "any",
    "adjacentMinTiles": 9.4375,
    "remoteAndLandingMinTiles": [
      [
        5,
        1
      ]
    ]
  }
}

Requires:

"canInsaneJump"

Dev note: Theoretically this can be done with 8 tiles (technically even 7.4375 tiles) but would require higher movement tech.

From: 2
Middle Left Door
To: 4
Right Door

Run into the room, and perform a very low short-hop mockball, delaying it so that Samus morphs right before the gate.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 5
  }
}

Requires:

"canInsaneJump"
"canMockball"

Dev note: Theoretically this can be done with 4 tiles (technically even 3.4375 tiles) but would require higher movement tech.

From: 2
Middle Left Door
To: 5
Junction Below Top Crumble Blocks

Use a temporary blue chain to jump through the bomb blocks and land on the center of the ledge above. Break the last block by jumping directly into it, as there is not enough height available to get a bounce. With this method, there is a 2-frame window for when to morph; jumping from the platform below is also possible but requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame in either case.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 4,
    "openEnd": 0
  }
}

Requires:

"canChainTemporaryBlue"
"can4HighMidAirMorph"
"canInsaneJump"

Clears obstacles: A, B

From: 2
Middle Left Door
To: 5
Junction Below Top Crumble Blocks

Use a temporary blue chain to jump through the bomb blocks and land on the center of the ledge above. Break the last block by jumping directly into it, as there is not enough height available to get a bounce. With this method, there is a 2-frame window for when to morph; jumping from the platform below is also possible but requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame in either case.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 14,
    "openEnd": 0
  }
}

Requires:

"canChainTemporaryBlue"
"canXRayTurnaround"
"can4HighMidAirMorph"
"canInsaneJump"

Clears obstacles: A, B

From: 2
Middle Left Door
To: 5
Junction Below Top Crumble Blocks

Use a temporary blue chain to jump through the bomb blocks and land on the center of the ledge above. Break the last block by jumping directly into it, as there is not enough height available to get a bounce. With this method, there is a 2-frame window for when to morph; jumping from the platform below is also possible but requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame in either case.

Requires:

{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 14,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 15,
            "openEnd": 0
          }
        },
        {
          "doorUnlockedAtNode": 2
        }
      ]
    }
  ]
}
"canChainTemporaryBlue"
"canXRayTurnaround"
"can4HighMidAirMorph"
"canInsaneJump"

Clears obstacles: A, B

Unlocks doors:

{"nodeId":2,"types":["ammo"],"requires":[]}
From: 1
Top Right Door
To: 2
Middle Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 0,
    "openEnd": 1
  }
}

Requires:

"canShinechargeMovementTricky"
"canTrivialMidAirMorph"
{
  "or": [
    "canUsePowerBombLag",
    {
      "and": [
        "canInsaneJump",
        "canOffScreenMovement"
      ]
    }
  ]
}
{
  "heatFrames": 200
}
{
  "shinespark": {
    "frames": 17,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: Technically Samus isn't moving off-camera but is close to the edge; 'canOffScreenMovement' is for the difficulty of timing the unmorph, given limited visibility of the end of the passage and the Sova. If a Power Bomb is available, then lag from the explosion can make the movement much easier.

From: 2
Right Door
To: 1
Left Door

Getting across the lava while artificially morphed requires an HBJ or Bomb boosting out and freezing a Boyon below.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphMovement",
        "h_lavaProof"
      ]
    },
    {
      "and": [
        "Morph",
        "canTrickyUseFrozenEnemies"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally",
        "canTrickyUseFrozenEnemies"
      ]
    },
    {
      "and": [
        "canInsaneJump",
        {
          "or": [
            "h_canArtificialMorphHBJ",
            "h_canArtificialMorphDiagonalBombJump"
          ]
        }
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: FIXME: It is also possible with a rolling speed bomb boost down back.

From: 3
Item
To: 4
Central Junction

Jump and spark horizontally across the room at a precise height just above the acid in order to crash into then down grab the floor.

Requires:

"canInsaneJump"
"canDownGrab"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 32,
    "excessFrames": 0
  }
}
From: 4
Central Junction
To: 3
Item

With a precise enough jump and a quick airball, it's possible to avoid acid damage without a shinespark or wall jump.

Requires:

{
  "or": [
    "f_DefeatedCrocomire",
    {
      "obstaclesCleared": [
        "f_DefeatedCrocomire"
      ]
    }
  ]
}
"SpeedBooster"
"canInsaneJump"
"canLateralMidAirMorph"
From: 2
Bottom Right Door
To: 1
Top Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 0,
    "openEnd": 1
  }
}

Requires:

"canShinechargeMovementTricky"
"canFastWalljumpClimb"
"canInsaneJump"
{
  "shinespark": {
    "frames": 5,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Entrance condition:

{
  "comeInShinecharging": {
    "length": 9,
    "openEnd": 0
  }
}

Requires:

"HiJump"
"canShinechargeMovementTricky"
"canFastWalljumpClimb"
"canInsaneJump"
{
  "shinespark": {
    "frames": 5,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Bottom Right Door
To: 1
Top Right Door

Get to the top of the room with Spring Ball Bomb Jumps. To cross the room, perform a Spring Ball Bomb Jump after hitting the bomb with momentum to get a larger horizontal boost, then unmorph on the descent to reset fall speed.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"h_canArtificialMorphSpringBallBombJump"
{
  "or": [
    "HiJump",
    {
      "and": [
        "canInsaneJump",
        "h_canArtificialMorphResetFallSpeed",
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 3
          }
        }
      ]
    }
  ]
}

Dev note: The HiJump strat can only be useful if preserving a blue suit. Leniency isn't included as Samus will likely unmorph. FIXME: Hitting the bomb with momentum should probably be a tech.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 0
  }
}

Requires:

"canShinechargeMovementTricky"
"canFastWalljumpClimb"
"canInsaneJump"
{
  "shinespark": {
    "frames": 20,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {
    "position": "bottom"
  }
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Left Door
To: 2
Right Door

Carefully and quickly lure the Gamets to the right door without letting them go off camera. It may help to kill any extra Gamets once they spread apart.

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    {
      "resourceCapacity": [
        {
          "type": "Super",
          "count": 1
        }
      ]
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "Gravity",
        "SpaceJump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpaceJumpWaterBounce"
      ]
    },
    {
      "and": [
        "Gravity",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canStaggeredWalljump",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canPreciseGrapple",
        "canInsaneJump"
      ]
    },
    "canTrickyUseFrozenEnemies"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 1
Left Door
To: 3
Junction Left of Green Gate

With at least two tiles of run speed, jump over the first moat by maximizing the jump distance and then MockBall into a regular springball to jump over the second moat.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canInsaneJump"
"canMockball"
"canSpringBallBounce"
From: 2
Right Door
To: 3
Junction Left of Green Gate

Requires:

{
  "or": [
    "h_canGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 1
Top Left Door
To: 1
Top Left Door

Lure the Gamets to the top left door with Ice and Space Jump, Grapple, or HiJump. First lure the Gamets vertically using the Kamer platform and Ice, which is much easier with HiJump disabled. Then freeze them again after they separate and are high enough to align with the door. With HiJump and another jump assist, jump to the left of the Gamets as they thaw and refreeze them a bit more to the left so that they will be on screen when Samus is on the left ledge. It is possible with HiJump and Ice alone, but much trickier. Use the Gamets as a platform or perform a running jump from the Kamer platform to get up to the left door.

Requires:

"canTrickyUseFrozenEnemies"
{
  "or": [
    "SpaceJump",
    "Grapple",
    {
      "and": [
        "canTrickyJump",
        "HiJump",
        {
          "or": [
            "SpeedBooster",
            "canInsaneJump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 4
Top Right Door
To: 4
Top Right Door

Lure the Gamets while using the Kamer, then get up to the doorway with a quick crouch jump + down grab or by other means.

Requires:

{
  "or": [
    "HiJump",
    "SpaceJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canTrickyJump",
        "h_canCrouchJumpDownGrab"
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canDoubleBombJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: A crouch jump + down grab should always be usable except when preserving a blue suit. A flash suit is lost when using X-Ray, so it can not be kept through a G-Mode setup.

From: 4
Top Right Door
To: 4
Top Right Door

Leave Gamet drops uncollected to prevent them from respawning. Run left-to-right to gain a shinecharge. Then jump onto the Kamer and use Space Jump to reach the top of the room and spark out.

Requires:

"SpaceJump"
"h_runOverRespawningEnemies"
{
  "canShineCharge": {
    "usedTiles": 17,
    "gentleUpTiles": 2,
    "gentleDownTiles": 4,
    "openEnd": 1
  }
}
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 5,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: This is the trickier variant of the strat which allows getting close enough to the door to spark in top position.

From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)

Bomb boost horizontally at the top of an IBJ and land in the acid, then roll to the right and bomb out to safety. To save some Energy, it is possible to IBJ or double IBJ out of the acid onto the first solid platform.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"Gravity"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphBombHorizontally"
"canSuitlessLavaDive"
{
  "or": [
    {
      "acidFrames": 280
    },
    {
      "and": [
        "canTrickyJump",
        {
          "acidFrames": 220
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "h_canArtificialMorphDoubleBombJump",
        {
          "acidFrames": 175
        }
      ]
    }
  ]
}
From: 2
Right Vertical Door
To: 2
Right Vertical Door

It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  },
  "comesThroughToilet": "any"
}

Requires:

"canManipulateMellas"
{
  "or": [
    "h_canPreciseIceClip",
    "h_canHighPixelIceClip"
  ]
}
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat.

From: 2
Right Vertical Door
To: 2
Right Vertical Door

Freeze a Mella at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used. It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again.

Requires:

"canManipulateMellas"
"h_canIceClip"
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Bypasses door shell: true

From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 2
Right Vertical Door

It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again.

Requires:

"canEnterGMode"
"canManipulateMellas"
{
  "or": [
    "h_canPreciseIceClip",
    "h_canHighPixelIceClip"
  ]
}
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 1
Left Door
To: 2
Item

Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. Killing any of the Gamets will prevent them from respawning. With Bombs, horizontally boost then IBJ above the acid while waiting for it. It is possible with Spring Ball alone, but it is easy to take damage; perform small jumps but hold jump before landing to prevent a small bounce in which Samus can't jump. On the return route, jump over the Gamets to let them pass instead of racing to get them off screen.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  }
}

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        {
          "or": [
            "canInsaneJump",
            {
              "acidFrames": 106
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "h_canArtificialMorphBombThings",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: The requirements here are to get the item and return, as the item cannot be used during the return.

From: 1
Left Door
To: 2
Right Door

Despawn the gate in indirect G-mode then cross the room while killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. It is possible to kill a Ripper near the right door and pause abuse to collect its drop on G-mode exit.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "canInsaneJump",
    "ScrewAttack",
    "canUseFrozenEnemies",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "Morph"
      ]
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Ripper 2 (red)",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    "h_HeatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "ScrewAttack"
      ]
    },
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

Despawn the gate in indirect G-mode then exit G-mode while under it to open the gate without a Super. This requires killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. Then exiting G-mode while on the right side of the gate tile as the first Ripper approaches, so it hits the gate while it's opening. Then run towards the door and jump and aim down over the Ripper that makes it through, before quickly using the runway.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "canInsaneJump",
    "ScrewAttack",
    "canUseFrozenEnemies",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "Morph"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Ripper 2 (red)",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}
{
  "heatFrames": 110
}

Clears obstacles: A

From: 1
Left Door
To: 3
Junction Left of Green Gate

The room is a bit trickier to cross in direct G-mode because the Ripper cycle with the gate. Cross the room while killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; either way, it also requires a precise jump over all three lower Rippers when most of the way across the room, or a morph under the first and quick jump over the next two.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"h_heatedGMode"
{
  "or": [
    "canInsaneJump",
    "ScrewAttack",
    "canUseFrozenEnemies",
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Ripper 2 (red)",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "heatFrames": 0
}
From: 2
Right Door
To: 1
Left Door

Despawn the gate in indirect G-mode then cross the room by either rolling under the Rippers then unmorphing and dodging them while while crossing the room, or place a Power Bomb to kill all or most of them and cross the room. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": true
  }
}

Requires:

{
  "or": [
    "canInsaneJump",
    "h_canArtificialMorphPowerBomb"
  ]
}
{
  "or": [
    "h_HeatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Despawn the gate in indirect G-mode then cross the room while killing, freezing, or tanking the Rippers. Without Morph, killing the lowest Ripper with a Super will make it possible but difficult to cross the room damageless. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "ScrewAttack",
    "canUseFrozenEnemies",
    {
      "and": [
        "canInsaneJump",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    },
    {
      "ammo": {
        "type": "Super",
        "count": 3
      }
    },
    {
      "enemyDamage": {
        "enemy": "Ripper 2 (red)",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    "h_HeatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "ScrewAttack"
      ]
    },
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

Despawn the gate in indirect G-mode then exit G-mode while under it to open the gate without a Super. This requires killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires exiting G-mode while on the right side of the gate tile as the first Ripper approaches, so it hits the gate while it's opening. Then run towards the door and jump and aim down over the Ripper that makes it through, before quickly using the runway.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "canInsaneJump",
    "ScrewAttack",
    "canUseFrozenEnemies",
    "Morph",
    {
      "enemyDamage": {
        "enemy": "Ripper 2 (red)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "heatFrames": 110
}

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "or": [
    "h_canHeatedGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Ripper 2 (red)",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 29,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 3
Junction Left of Green Gate

Requires:

"h_canNavigateHeatRooms"
{
  "or": [
    "h_canHeatedGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "heatFrames": 100
}

Clears obstacles: A

From: 1
Left Door
To: 3
Top Left Item

Using momentum from the previous room, run and jump over the crumble blocks to reach the item.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canInsaneJump"
{
  "heatFrames": 60
}
From: 2
Middle Right Door
To: 3
Top Right Door

Position Samus in the doorway a few pixels from the edge. Dashing stationary spinjump into a delayed CWJ and hopefully catch the upper ledge with a walljump.

Requires:

{
  "notable": "Doorway CWJ"
}
{
  "obstaclesCleared": [
    "A"
  ]
}
"h_heatProof"
"HiJump"
"canCWJ"
"canStationarySpinJump"
"canInsaneJump"
"canInsaneWalljump"
{
  "doorUnlockedAtNode": 2
}

Unlocks doors:

{"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]}
{"nodeId":2,"types":["super"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    "canConsecutiveWalljump",
    {
      "and": [
        "canJumpIntoIBJ",
        "canLongIBJ",
        "canDoubleBombJump",
        "canInsaneJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
"canInsaneJump"
{
  "heatFrames": 55
}
{
  "doorUnlockedAtNode": 1
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: This would technically clear A, but depending on what is being done here, there will likely be too much acid to cross the room.

From: 2
Right Door
To: 5
Below Left Door Junction

Enter the room blue with very low run speed (e.g. with a 4-tap). Use a precisely timed jump to bonk the large stalagtite in the ceiling and fall through both pirates, killing them with the blue speed. Enter the acid while aiming down to shrink Samus' hitbox. This strat works with all combinations of movement items and suits.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 9,
    "openEnd": 1,
    "gentleDownTiles": 4
  }
}

Requires:

{
  "notable": "Reverse Acid Dive"
}
{
  "notable": "Reverse Thread the Needle"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canInsaneJump"
"canSuitlessLavaDive"
"canSlowShortCharge"
{
  "heatFrames": 330
}
{
  "acidFrames": 210
}
From: 2
Right Door
To: 5
Below Left Door Junction

Begin running from the top of the second slope and jump at the bottom of the third slope, bonking the large stalagtite in the ceiling. Kill the first pirate with Screw Attack (or ahead of time with Charge+Plasma), and pass through the second pirate using a charged plasma shot. Enter the acid while aiming down to shrink Samus' hitbox. This strat works with all combinations of movement items and suits.

Requires:

{
  "notable": "Reverse Acid Dive"
}
{
  "notable": "Reverse Thread the Needle"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canInsaneJump"
"canSuitlessLavaDive"
"Charge"
"Plasma"
"canHitbox"
{
  "or": [
    "ScrewAttack",
    {
      "heatFrames": 210
    }
  ]
}
{
  "heatFrames": 330
}
{
  "acidFrames": 210
}
From: 4
Top Right Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
"canInsaneJump"
{
  "heatFrames": 55
}
{
  "doorUnlockedAtNode": 4
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 5
Bottom Junction
To: 1
Top Left Door

Run from the right door and jump at the very end of the raised flat ground. Aim down any time before the peak of the jump in order to not fall out of the block. Note that Samus can destroy the Power Bomb blocks above while waiting for the block to respawn.

Requires:

"canJumpIntoRespawningBlock"
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    "h_heatProof"
  ]
}
{
  "heatFrames": 550
}
{
  "or": [
    "h_canUsePowerBombs",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":30}]}
{"types":["powerbomb"],"requires":[],"useImplicitRequires":false}
From: 4
Right Farm Junction
To: 2
Right Door

The Zebbo needs to be 2 pixels higher than where it would be if Samus was standing. One setup is to peform a tiny hop just before the left Zebbo starts moving to the right then freeze it after it starts moving right. Get onto the runway and freeze the Zebbo again while maintaining a half-tile gap between it and the runway to extend it as much as possible. With more Energy, it is possible to morph on one of the medium-height pillars to align the Zebbo. With less Energy, it is possible to get the Zebbo into position by only freezing it once - after the small hop, jump towards the door and shoot downwards to freeze it in place.

Requires:

"h_canFrozenEnemyRunway"
{
  "heatFrames": 300
}
{
  "or": [
    "canInsaneJump",
    {
      "heatFrames": 300
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Bottom Left Door
To: 6
Junction Behind Fune

A paricularly precise mid-air morph can get up and over the Fune without damage. Stand a half tile away from the Fune when jump morphing for a higher ceiling. It's a 2.5 tile high mid air morph. It can be performed similar to how a 2 or 3 tile high morph is performed.

Requires:

{
  "notable": "Morph Over the Fune"
}
{
  "noFlashSuit": {}
}
"h_canFourTileJumpMorph"
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Fune",
        "type": "fireball",
        "hits": 1
      }
    }
  ]
}

Dev note: It is possible but very hard to jump morph over the fune with a flash suit. R jumping helps.

From: 3
Top Right Door
To: 2
Bottom Left Door

An extremely precise spinjump or walljump can avoid the top Boulder. The spinjump requires dash state and to jump right away. Aiming down shortly after helps by reducing Samus' hitbox.

Requires:

{
  "or": [
    "canInsaneWalljump",
    "canInsaneJump"
  ]
}
From: 1
Left Door
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)

Spacejump through the room and break the bomb blocks in the Morph tunnel with Speedbooster. It is very helpful for the final jump to be close to the missile platform, to be as close to the tunnel as possible when Morphing.

Entrance condition:

{
  "comeInBlueSpinning": {
    "minExtraRunSpeed": "$6.E",
    "unusableTiles": 0
  }
}

Requires:

{
  "notable": "Air Speedball"
}
"canPreciseSpaceJump"
"canInsaneJump"
"canLateralMidAirMorph"
"canSpeedball"
"canMomentumConservingMorph"
{
  "heatFrames": 110
}

Dev note: This is possible with less extra speed but where you jump changes with your speed and room entry.

From: 1
Left Door
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)

Spacejump through the room and break the bomb blocks in the Morph tunnel with Speedbooster. It is very helpful for the final jump to be close to the missile platform, to be as close to the tunnel as possible when Morphing.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 5,
    "openEnd": 1,
    "minExtraRunSpeed": "$5.B"
  }
}

Requires:

{
  "notable": "Air Speedball"
}
"canPreciseSpaceJump"
"canInsaneJump"
"canLateralMidAirMorph"
"canSpeedball"
"canMomentumConservingMorph"
{
  "heatFrames": 110
}
From: 1
Left Door
To: 3
Metal Pirates Junction

Shoot the Pirate twice to force it to block instead of kicking or shooting towards the door.

Requires:

"canHitbox"
"canInsaneJump"
{
  "heatFrames": 100
}
From: 2
Right Door
To: 3
Metal Pirates Junction

Shoot the Pirate twice to force it to block instead of kicking or shooting towards the door.

Requires:

"canHitbox"
"canInsaneJump"
{
  "heatFrames": 100
}
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction

Stand under the Metal Pirate as it does a dive kick and fire the plasma shot so that it stays with the Pirate longer, hitting twice. Uncharged shots can finish off a Pirate if Ice or Wave is also equipped.

Requires:

"Charge"
"Plasma"
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "Wave",
        "Ice",
        {
          "heatFramesWithEnergyDrops": {
            "frames": 200,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        },
        {
          "heatFramesWithEnergyDrops": {
            "frames": 200,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "Ice",
            "Wave"
          ]
        },
        "canInsaneJump",
        {
          "heatFramesWithEnergyDrops": {
            "frames": 260,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        },
        {
          "heatFramesWithEnergyDrops": {
            "frames": 260,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        {
          "heatFramesWithEnergyDrops": {
            "frames": 350,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        },
        {
          "heatFramesWithEnergyDrops": {
            "frames": 350,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        }
      ]
    }
  ]
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 99
  }
}
{
  "partialRefill": {
    "type": "Super",
    "limit": 1
  }
}

Clears obstacles: A

From: 2
Top Right Door
To: 4
Junction Below Bomb Blocks

Carry Temporary Blue through the top door to break the left side of the bomb blocks. There is a small frame window where Samus can soft unmorph on the crumble blocks and jump again while retaining temporary blue.

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

{
  "notable": "Temporary Blue Crumble Jump without SpringBall"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canPrepareForNextRoom"
"canChainTemporaryBlue"
"canInsaneJump"
"canCrumbleJump"
{
  "heatFrames": 300
}

Clears obstacles: B

Dev note: You could jump into the room for the initial Temporary Blue and turn around with XRay twice, but this room is heated so that would be costly.

From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door

Spinjump off a crumble block with just a tiny amount of run speed. That gives just enough height to be able to walljump out.

Requires:

{
  "notable": "Crumble Speedjump"
}
{
  "obstaclesCleared": [
    "A"
  ]
}
"canCrumbleJump"
"canTrickyDashJump"
"canPreciseWalljump"
"canInsaneJump"
{
  "heatFrames": 180
}
From: 1
Left Door
To: 2
Right Door

Cross the room with Bombs and minimal damage. Some acid damage is expected, but any mistakes greatly increases the time spent in acid.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

{
  "notable": "Bombs"
}
"h_canUseMorphBombs"
"canWallJumpInstantMorph"
"canInsaneJump"
"canResetFallSpeed"
"canUnmorphBombBoost"
"canSuitlessLavaDive"
{
  "heatFrames": 1320
}
{
  "acidFrames": 128
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":50},{"acidFrames":50}]}
From: 2
Right Door
To: 1
Left Door

Cross the room with Bombs and minimal damage. Some acid damage is expected, but any mistakes greatly increases the time spent in acid.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 3
  }
}

Requires:

{
  "notable": "Bombs"
}
"canWallJumpInstantMorph"
"canInsaneJump"
"canResetFallSpeed"
"canUnmorphBombBoost"
"canHBJ"
"canSuitlessLavaDive"
{
  "heatFrames": 1320
}
{
  "acidFrames": 128
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":50},{"acidFrames":50}]}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

"canShinechargeMovement"
"canHorizontalShinespark"
{
  "shineChargeFrames": 65
}
{
  "heatFrames": 135
}
{
  "or": [
    {
      "and": [
        {
          "shinespark": {
            "frames": 67,
            "excessFrames": 5
          }
        },
        {
          "heatFrames": 105
        }
      ]
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 67,
            "excessFrames": 16
          }
        },
        {
          "or": [
            {
              "and": [
                "canControlShinesparkEnd",
                {
                  "or": [
                    "canInsaneJump",
                    {
                      "and": [
                        "canTrickyJump",
                        "canWalljump"
                      ]
                    }
                  ]
                }
              ]
            },
            {
              "and": [
                {
                  "acidFrames": 10
                },
                {
                  "heatFrames": 20
                },
                {
                  "or": [
                    "HiJump",
                    "canWalljump"
                  ]
                }
              ]
            }
          ]
        },
        {
          "heatFrames": 200
        }
      ]
    }
  ]
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}

Dev note: This assumes sparking near the pillars, since sparking near the door is already covered by the comeInWithSpark strat. 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 16 excess frames is mainly useful in the heat-proof case.

From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 0
  }
}

Requires:

"canShinechargeMovement"
"canHorizontalShinespark"
{
  "or": [
    {
      "and": [
        {
          "heatFrames": 105
        },
        {
          "shinespark": {
            "frames": 67,
            "excessFrames": 5
          }
        },
        {
          "heatFrames": 105
        }
      ]
    },
    {
      "and": [
        {
          "heatFrames": 165
        },
        {
          "shinespark": {
            "frames": 67,
            "excessFrames": 16
          }
        },
        {
          "or": [
            {
              "and": [
                "canControlShinesparkEnd",
                {
                  "or": [
                    "canInsaneJump",
                    {
                      "and": [
                        "canTrickyJump",
                        "canWalljump"
                      ]
                    }
                  ]
                }
              ]
            },
            {
              "and": [
                {
                  "acidFrames": 10
                },
                {
                  "heatFrames": 20
                },
                {
                  "or": [
                    "HiJump",
                    "canWalljump"
                  ]
                }
              ]
            }
          ]
        },
        {
          "heatFrames": 200
        }
      ]
    }
  ]
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}

Dev note: 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 16 excess frames is mainly useful in the heat-proof case.

From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithSpark": {
    "position": "top"
  }
}

Requires:

{
  "heatFrames": 79
}
{
  "or": [
    {
      "and": [
        {
          "shinespark": {
            "frames": 79,
            "excessFrames": 5
          }
        },
        {
          "heatFrames": 105
        }
      ]
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 79,
            "excessFrames": 16
          }
        },
        "canCarefulJump",
        {
          "or": [
            "canInsaneJump",
            {
              "and": [
                "canTrickyJump",
                "canWalljump"
              ]
            },
            {
              "acidFrames": 5
            }
          ]
        },
        {
          "heatFrames": 200
        }
      ]
    }
  ]
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}

Dev note: 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 16 excess frames is mainly useful in the heat-proof case.

From: 2
Right Door
To: 1
Left Door

Place the PBs next to the pillars in order to only use 2. Avoid acid during the first Power Bomb by walljumping before placing the bomb. Avoiding acid damage at the last jump is tricky but possible.

Requires:

{
  "notable": "Two Power Bombs"
}
"canMidAirMorph"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 2
  }
}
"canCarefulJump"
{
  "or": [
    {
      "and": [
        "canWallJumpInstantMorph",
        {
          "heatFrames": 690
        }
      ]
    },
    {
      "and": [
        "canWalljump",
        {
          "heatFrames": 660
        },
        {
          "acidFrames": 36
        }
      ]
    },
    {
      "and": [
        "canSuitlessLavaDive",
        {
          "heatFrames": 840
        },
        {
          "acidFrames": 84
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "heatFrames": 660
        },
        {
          "acidFrames": 24
        }
      ]
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph",
        {
          "heatFrames": 10
        },
        {
          "acidFrames": 10
        }
      ]
    },
    {
      "and": [
        "canPreciseWalljump",
        {
          "heatFrames": 50
        },
        {
          "acidFrames": 32
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "heatFrames": 20
        },
        {
          "acidFrames": 20
        }
      ]
    },
    {
      "and": [
        "canSuitlessLavaDive",
        {
          "heatFrames": 50
        },
        {
          "acidFrames": 50
        }
      ]
    }
  ]
}
{
  "or": [
    "h_heatResistant",
    "canPauseAbuse",
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":30},{"acidFrames":20}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":75},{"acidFrames":58}]}

Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement.

From: 2
Right Door
To: 1
Left Door

Break spin to leave some blocks intact in order to avoid damage from Puromis. Avoiding acid damage at the last jump is tricky but possible.

Requires:

"canInsaneJump"
"ScrewAttack"
{
  "heatFrames": 500
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 1
Top Left Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared

By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canDodgeWhileShooting"
"canCarefulJump"
{
  "or": [
    "canTrickyJump",
    "canDownBack"
  ]
}
{
  "or": [
    "Charge",
    "Spazer",
    "Plasma",
    "Wave",
    "canInsaneJump"
  ]
}
{
  "heatFrames": 540
}
From: 4
Top Right Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 6,
    "openEnd": 0
  }
}

Requires:

{
  "shineChargeFrames": 50
}
{
  "heatFrames": 50
}
"canSlowShortCharge"
"canShinechargeMovementComplex"
"canInsaneJump"

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: This direction is much more difficult than left-to-right, because the shot block is a tile closer to the door. FIXME: A max run speed requirement should be included in the entrance condition. FIXME: There could be a more appropriate tech to describe the precise shot, instead of canInsaneJump. FIXME: A 'Full Runway' variant could also be added.

From: 4
Top Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared

By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canDodgeWhileShooting"
"canTrickyJump"
{
  "or": [
    "Charge",
    "Spazer",
    "Plasma",
    "Wave",
    {
      "and": [
        "canInsaneJump",
        {
          "or": [
            "canDownBack",
            "Morph"
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 540
}
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared

Very quickly move through the room to meet the bottom KiHunter in a position where it is possible to jump over it. Down back through the shot blocks. If coming through the right door, Morphing may be easier. Jump over the KiHunter where it dips while moving left. Additionally, build full run speed before jumping to land all the way next to the door.

Requires:

"canInsaneJump"
"canDodgeWhileShooting"
"canPrepareForNextRoom"
{
  "or": [
    "Charge",
    "Spazer",
    "Plasma",
    "Wave"
  ]
}
"canDownBack"
{
  "heatFrames": 420
}
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "heatFrames": 210
}
"canMomentumConservingMorph"
"canInsaneJump"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 1,
    "runway": {
      "length": 9,
      "openEnd": 2
    },
    "obstruction": [
      2,
      1
    ]
  }
}

Dev note: Max extra run speed $2.9 This strat is included for completeness, though it apparently doesn't have any applications.

From: 2
Right Door
To: 2
Right Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    "canWalljump",
    {
      "and": [
        "canJumpIntoIBJ",
        "canTrickyJump",
        {
          "or": [
            "canLongIBJ",
            "HiJump"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedRidley",
            {
              "obstaclesCleared": [
                "f_DefeatedRidley"
              ]
            }
          ]
        },
        {
          "or": [
            "canLongIBJ",
            {
              "and": [
                "canJumpIntoIBJ",
                "HiJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canTrickyJump",
        {
          "or": [
            "canInsaneJump",
            {
              "or": [
                "f_DefeatedRidley",
                {
                  "obstaclesCleared": [
                    "f_DefeatedRidley"
                  ]
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Clears obstacles: door_2

From: 2
Right Door
To: 2
Right Door

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
"canInsaneJump"
{
  "heatFrames": 55
}
{
  "doorUnlockedAtNode": 2
}

Clears obstacles: door_2

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Ridley
To: 2
Right Door

Requires starting on one of the last three pixels and then performing a last frame jump to get enough height.

Requires:

"HiJump"
"SpeedBooster"
"canTrickyJump"
{
  "heatFrames": 320
}
{
  "or": [
    "canInsaneJump",
    {
      "heatFrames": 300
    }
  ]
}

Dev note: This gives one leniency attempt without canInsaneJump.

From: 1
Top Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 0
  }
}

Requires:

"canShinechargeMovementTricky"
{
  "or": [
    {
      "and": [
        "canDownBack",
        "canInsaneJump",
        {
          "shineChargeFrames": 125
        },
        {
          "heatFrames": 125
        }
      ]
    },
    {
      "and": [
        {
          "shineChargeFrames": 160
        },
        {
          "heatFrames": 160
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Top Left Door
To: 5
Junction Below Top Pirate

It is possible to get past the pirate without waiting by moving fast enough, or by making it turn around. Landing on the floating platform will make the fall simpler without scrolling the camera enough to activate the pirate.

Requires:

{
  "or": [
    {
      "and": [
        "canInsaneJump",
        {
          "heatFrames": 110
        },
        {
          "or": [
            "canDownBack",
            "Morph",
            {
              "heatFrames": 40
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "heatFrames": 145
        },
        {
          "or": [
            "canDownBack",
            "Morph",
            {
              "heatFrames": 40
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Quickly move to the right side and walljump up to the right height to power bomb out the bomb blocks, double hitting the top wall pirate. Wait for the full power bomb effect to end and wall jump once on the right wall and hit top pirate with 1 missile and 1 super. Jump and shoot the top pirate with a charge+ice shot. Hold a charge and walljump up the left wall and freeze the top pirate when it jumps across. Use the pirate to jump to the higher area.

Requires:

{
  "notable": "Low Ice Pirate Freeze"
}
"canTrickyUseFrozenEnemies"
"Charge"
"canPreciseWalljump"
"canWalljumpWithCharge"
"canTrivialMidAirMorph"
{
  "ammo": {
    "type": "Missile",
    "count": 1
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
{
  "heatFrames": 870
}
{
  "or": [
    "h_heatResistant",
    {
      "and": [
        "canInsaneJump",
        "canPauseAbuse"
      ]
    },
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: With Reserves only, this strat requires much more precise movement and either pause abuse or optimal reserve management.

From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Wait briefly on the left side of the center platform, then jump and shoot 4 missiles at the top pirate. Walljump up the left wall such that the lower pirates are on screen long enough to jump accross to the left. Place a Bomb on the left wall to hit the top pirate when it jumps over, followed by a power bomb. Unmorph precisely below the middle pirate so both top pirates will jump back to the right, and begin charging Ice. Walljump up the left wall with charge held and freeze the top pirate when it jumps over and use it to reach the upper region.

Requires:

{
  "notable": "New Low Ice Pirate Freeze"
}
"canTrickyUseFrozenEnemies"
"Charge"
"canPreciseWalljump"
"canResetFallSpeed"
"canWalljumpWithCharge"
"h_canUseMorphBombs"
"canWallJumpInstantMorph"
{
  "ammo": {
    "type": "Missile",
    "count": 4
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
{
  "heatFrames": 900
}
{
  "or": [
    "h_heatResistant",
    {
      "and": [
        "canInsaneJump",
        "canPauseAbuse"
      ]
    },
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: With Reserves only, this strat requires much more precise movement and either pause abuse or optimal reserve management.

From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Ignore the Yellow Pirates by walljumping up the left side to start a diagonal bomb jump from the wall, including a power bomb to clear the bomb blocks. Two quick walljumps upon entering the room can position Samus to get the left pirate to jump to the right and jump over the right pirate's lazer attack. Jump up the left wall and begin bomb jumping starting with a power bomb.

Requires:

{
  "notable": "Power Bomb Diagonal Bomb Jump"
}
"canFastWalljumpClimb"
"canWallJumpBombBoost"
"canDiagonalBombJump"
"h_canUsePowerBombs"
{
  "heatFrames": 930
}
{
  "or": [
    "h_heatResistant",
    {
      "and": [
        "canInsaneJump",
        "canPauseAbuse"
      ]
    },
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: There is a very similar strat using an HBJ that is a little faster but more precise and overall harder. With Reserves only, this strat requires much more precise movement and either pause abuse or optimal reserve management.

From: 3
Top Right Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 2,
    "openEnd": 1
  }
}

Requires:

"canShinechargeMovementTricky"
{
  "or": [
    "canWalljump",
    "canInsaneJump"
  ]
}
{
  "heatFrames": 205
}
{
  "shinespark": {
    "frames": 6,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Top Right Door
To: 1
Top Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Kill the Pirate, or climb quickly to minimize damage from it.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        18
      ],
      [
        2,
        19
      ]
    ]
  }
}

Requires:

"canXRayClimb"
{
  "heatFrames": 1600
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Yellow Space Pirate (standing)",
        "type": "laser",
        "hits": 2
      }
    },
    {
      "and": [
        "canInsaneJump",
        {
          "enemyDamage": {
            "enemy": "Yellow Space Pirate (standing)",
            "type": "laser",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ]
            ],
            "explicitWeapons": [
              "Missile",
              "Super",
              "Charge+Plasma"
            ]
          }
        },
        {
          "heatFrames": 120
        }
      ]
    }
  ]
}

Bypasses door shell: true

Dev note: It is possible to avoid all damage from the Pirate, but it's unclear if this can be done reliably or is RNG-dependent.

From: 5
Junction Below Top Pirate
To: 2
Bottom Left Door

Fall to the bottom of the room with Screw Attack while weaving around the platforms.

Requires:

"ScrewAttack"
{
  "or": [
    {
      "and": [
        "canMoonfall",
        "canInsaneJump",
        {
          "heatFrames": 190
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "heatFrames": 220
        }
      ]
    }
  ]
}
From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks

Break the bomb blocks with extremely precise walljumps. Either with a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks.

Requires:

{
  "notable": "HiJump and Only Screw"
}
"h_heatProof"
"HiJump"
"ScrewAttack"
"canInsaneWalljump"
"canInsaneJump"
"canConsecutiveWalljump"
"canMidairWiggle"

Clears obstacles: A

From: 4
Junction Above Bomb Block
To: 1
Top Left Door

Jump over the first KiHunter and attempt to either use i-frames to pass through the top KiHunter, or dodge it if possible.

Requires:

"h_canNavigateHeatRooms"
{
  "or": [
    "canWalljump",
    "HiJump"
  ]
}
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Kihunter (red)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Kihunter (red)",
            "type": "contact",
            "hits": 2
          }
        },
        {
          "heatFrames": 30
        }
      ]
    }
  ]
}
{
  "heatFrames": 470
}

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Requires:

{
  "not": "f_DefeatedPhantoon"
}
"SpeedBooster"
"canInsaneJump"
"canMomentumConservingMorph"
"canInsaneMidAirMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 45,
      "openEnd": 1
    },
    "obstruction": [
      5,
      0
    ]
  }
}

Dev note: Max extra run speed $7.0. The obstruction (from the Workrobot) actually extends between 4 and 5 tiles.

From: 1
Left Door
To: 1
Left Door

Requires:

"f_DefeatedPhantoon"
"SpeedBooster"
{
  "or": [
    "canMomentumConservingMorph",
    {
      "and": [
        "canMomentumConservingTurnaround",
        "canInsaneJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 45,
      "openEnd": 1
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $7.0.

From: 3
Right Door
To: 2
Top Door

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "maxExtraRunSpeed": "$1.A",
    "minLandingTiles": 2
  }
}

Requires:

"canTrickySpringBallBounce"
"canInsaneJump"

Clears obstacles: A

From: 2
Middle Left Door
To: 2
Middle Left Door

Requires:

{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "canMomentumConservingMorph",
    {
      "and": [
        "canMomentumConservingTurnaround",
        "canInsaneJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 45,
      "openEnd": 1
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $7.0.

From: 3
Bottom Left Door
To: 2
Middle Left Door

Climb up about half a screen. If Phantoon is dead, the last part of the climb should be done carefully to avoid triggering collision with the spikes: Do not press forward or turn-around except while X-Ray is active. For each X-ray stand-up, release the turn-around input quickly to make sure that it is not still held after X-Ray deactivates. Once Samus is high enough, unequip X-Ray, jump up (from either standing or crouch) to clip past the spikes, and land, taking a single spike hit. Then use the i-frames from the spike hit to run and jump to the left to make it to the door. Samus is high enough after the top of her arm cannon first becomes visible at the bottom of the screen; or up to 3 additional climbs can be performed after that point. In case of an accidental spike collision, it is possible to recover: Unless Samus climbed higher than needed, she will still be stuck in the wall, will take a single spike hit, and be able to continue climbing. With Grapple it is possible to swing on the Grapple blocks, avoiding all spike damage. Spike damage can also be avoided with Space Jump, by doing a stationary turn-around spin jump, which is very precise.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

{
  "notable": "X-Ray Climb"
}
"canXRayClimb"
{
  "or": [
    {
      "and": [
        {
          "spikeHits": 3
        },
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    },
    {
      "and": [
        "canOffScreenMovement",
        {
          "or": [
            {
              "and": [
                {
                  "spikeHits": 1
                },
                "canUseIFrames"
              ]
            },
            "Grapple",
            {
              "and": [
                "SpaceJump",
                "canInsaneJump",
                "canBeVeryPatient"
              ]
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: The canBeVeryPatient is for difficulty placement, as the damageless Space Jump version would likely require many attempts. The resourceCapacity requirement is to ensure that reserve energy management will not be needed for the lower-difficulty version of the strat; this could be refined since suits can affect spike damage, but we don't yet have a good way to represent that cleanly, given that randomizers are likely to modify suit damage protection.

From: 1
Right Door
To: 2
Item

Fling Samus from the first set of grapple blocks to the second set without falling. Requires precise timing. It can help to perform a lateral mid-air morph and unmorph.

Requires:

"canPreciseGrapple"
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canLateralMidAirMorph",
        {
          "thornHits": 5
        }
      ]
    }
  ]
}
From: 4
Farm Junction Left of Gate
To: 1
Bottom Left Door

Gain a shinecharge running left to right through the open gate. Then turn back and quickly jump directly into the hidden passage to the bottom of the room, to spark out.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 15,
    "openEnd": 1
  }
}
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 8,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 4
Farm Junction Left of Gate
To: 2
Bottom Right Door

Gain a shinecharge running left to right through the open gate. Then turn back and quickly jump directly into the hidden passage to the bottom of the room, to spark out.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 15,
    "openEnd": 1
  }
}
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 17,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Requires a runway of at least 6 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround. Then morph and move right to go through the Morph tunnel above, avoiding damage from the crab. With the minimal runway length, this requires precise timing.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 5.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canInsaneJump"

Dev note: This strat is included for completeness, but it is technically redundant with the airball strat, which may generally be preferable due to not risking a crab hit.

From: 2
Right Door
To: 1
Left Door

Requires:

"Gravity"
{
  "or": [
    "h_canGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Right Door
To: 1
Left Door

Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side. Due to the water physics, many traditional setups for the glitch will not work.

Requires:

{
  "notable": "Suitless Green Gate Glitch"
}
{
  "or": [
    "h_canGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door. Cross Room jump and aim towards the left side where the fish is. Shooting at it from below can deal damage sooner to get a faster freeze. Hug the frozen fish to gain the extra height needed to climb on top.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyUseFrozenEnemies"
"canInsaneJump"
"canDownGrab"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma"
  ]
}
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickySpringBallJump"
"canInsaneJump"
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Double Spring Ball jump while artificially morphed and quickly unmorph and freeze the fish before landing on it. The required positioning of the fish is fairly precise; aim for it to be at the lowest point a few tiles from the right wall, or one tile from the right wall where Samus has more time to press against it. Down grabbing onto the fish makes this significantly easier. The fish should be frozen in one hit, this requires Plasma and Wave or a single Power Bomb hit and Plasma or Wave and Spazer. With Plasma, it is tricky to freeze the fish without killing it; avoid shooting it horizontally. The positioning of a Power Bomb, is fairly lenient, but will always hit the fish once if placed a couple tiles below the peak of a normal Spring Ball + HiJump.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

{
  "notable": "Artificial Morph, Double Spring Ball Jump onto Frozen Fish"
}
"h_canArtificialMorphDoubleSpringBallJump"
"canInsaneJump"
"canTrickyUseFrozenEnemies"
"canDownGrab"
{
  "or": [
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        "Plasma"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        "Wave",
        "Spazer"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 4
Top Left Door

Swing to the right, shoot open the door above, and grapple jump through it.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ]
    ]
  }
}

Requires:

{
  "notable": "Grapple Teleport into Grapple Jump"
}
{
  "doorUnlockedAtNode": 4
}
"canMidairWiggle"
"canTrickyGrappleJump"
"canInsaneJump"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: FIXME: Add a version of this with an exit condition for grapple jumping through the transition.

From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate

Reduce Samus' run speed with a stutter or late dash tap in order to complete the shinecharge in time. With low energy, shinespark diagonally to the middle ledge on the left.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 4.4375
  }
}

Requires:

"canWaterShineCharge"
{
  "canShineCharge": {
    "usedTiles": 23,
    "openEnd": 2
  }
}
{
  "or": [
    {
      "shinespark": {
        "frames": 43,
        "excessFrames": 26
      }
    },
    {
      "and": [
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 38,
            "excessFrames": 25
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Pink Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Pink Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Plasma"
        ]
      }
    },
    "h_pauseAbuseMinimalReserveRefill",
    {
      "and": [
        "canControlShinesparkEnd",
        "canUseSpeedEchoes",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 29
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "Ice",
        "Plasma"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate

Start the dash as close to the door transition as possible in order to store the shinespark in time. Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room. With low energy, shinespark diagonally to the middle ledge on the left.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 0.4375
  }
}

Requires:

"canWaterShineCharge"
"canTrickyJump"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 43,
        "excessFrames": 26
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 38,
            "excessFrames": 25
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Pink Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Pink Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Plasma"
        ]
      }
    },
    "h_pauseAbuseMinimalReserveRefill",
    {
      "and": [
        "canControlShinesparkEnd",
        "canUseSpeedEchoes",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 29
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "Ice",
        "Plasma"
      ]
    }
  ]
}
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door

Double Spring Ball jump while artificially morphed and quickly unmorph and freeze the fish before landing on it. The required positioning of the fish is fairly precise; aim for it to be at the lowest point a few tiles from the right wall, or one tile from the right wall where Samus has more time to press against it. Down grabbing onto the fish makes this significantly easier. The fish should be frozen in one hit, this requires Plasma and Wave or a single Power Bomb hit and Plasma or Wave and Spazer. With Plasma, it is tricky to freeze the fish without killing it; avoid shooting it horizontally. The positioning of a Power Bomb, is fairly lenient, but will always hit the fish once if placed a couple tiles below the peak of a normal Spring Ball + HiJump.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  },
  "comesThroughToilet": "any"
}

Requires:

{
  "notable": "Artificial Morph, Double Spring Ball Jump onto Frozen Fish"
}
"h_canArtificialMorphDoubleSpringBallJump"
"canInsaneJump"
"canTrickyUseFrozenEnemies"
"canDownGrab"
{
  "or": [
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        "Plasma"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        "Wave",
        "Spazer"
      ]
    }
  ]
}
From: 6
Middle Junction Near Top Left Pirate
To: 7
Platform Below Top Right Door

This is particularly precise, and requires subpixel precision.

Requires:

{
  "notable": "Insane Naked Jump Over Pirate (Left to Right)"
}
"canSuitlessMaridia"
"canInsaneJump"
From: 2
Bottom Right Door
To: 4
Top Door

Requires a runway of at least 18 tiles in the adjacent room. Ride up the right wall just above the doorway, then turnaround before and after hitting the platform following the doorway slope. Continue up the rest of the way to reach the door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 18
  }
}

Requires:

{
  "notable": "Cross Room Platform Stuck Wiggle to Top Door"
}
{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyDashJump"
"canInsaneJump"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Swing to the right, shoot open the door above, and grapple jump through it. The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ]
    ]
  }
}

Requires:

{
  "notable": "Grapple Teleport into Grapple Jump (or Tube Intact)"
}
{
  "doorUnlockedAtNode": 4
}
{
  "or": [
    {
      "and": [
        "canMidairWiggle",
        "canTrickyGrappleJump",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        {
          "not": "f_MaridiaTubeBroken"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: FIXME: Add a version of this with an exit condition for grapple jumping through the transition. FIXME: Add a canRiskPermanentLossOfAccess variation coming from Moat, which only works if door is not blue.

Swing to the right, shoot open the door above, and grapple jump through it. The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ]
    ]
  }
}

Requires:

{
  "notable": "Grapple Teleport into Grapple Jump (or Tube Intact)"
}
{
  "doorUnlockedAtNode": 4
}
{
  "or": [
    {
      "and": [
        "canMidairWiggle",
        "canTrickyGrappleJump",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        {
          "not": "f_MaridiaTubeBroken"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: FIXME: Add a version of this with an exit condition for grapple jumping through the transition. FIXME: Add a canRiskPermanentLossOfAccess variation coming from Moat, which only works if door is not blue.

From: 1
Bottom Door
To: 3
Middle Right Door

Run and spin jump to the left through the transition with as much horiziontal speed as possible, without bonking the door frame. Hold left through the transition to avoid the fish and land on the platform to the left. With limited runway, this may require a very precise jump. Then reach the platform above either using a crouch-jump down-grab or by freezing the fish.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 6,
    "maxLeftPosition": -0.5,
    "minRightPosition": 2.5
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"canInsaneJump"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canUseFrozenEnemies"
  ]
}

Dev note: This applies to Crab Maze, Forgotten Highway Elevator, and Red Brinstar Elevator Room.

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Requires:

"Gravity"
"SpeedBooster"
"canInsaneJump"
"canMomentumConservingMorph"
"canInsaneMidAirMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 17,
      "openEnd": 0,
      "steepDownTiles": 2,
      "startingDownTiles": 1
    },
    "obstruction": [
      4,
      0
    ]
  }
}

Dev note: Max extra run speed $3.9. This strat is included for completeness, though it apparently doesn't have any applications.

From: 5
Morph Passage Doorway
To: 5
Morph Passage Doorway

Samus needs to touch the item before PLMs are overloaded. This can be difficult because Power Bombs interact with the items, and there is a camera scroll block in the morph tunnel. If the Speed-locked item has already been collected on the other side of the room, this will be easier. Otherwise, Samus will need to touch the item before the Power Bomb finishes exploding. In this case, it is recommended to hold left on room entry, place a Power Bomb immediately as Samus hits the left wall, then hold left again until she lands on the pedestal.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  }
}

Requires:

"h_EverestMorphTunnelExpanded"
"Gravity"
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
{
  "or": [
    "canInsaneJump",
    {
      "itemCollectedAtNode": 6
    }
  ]
}
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door

Using the slow global crab to ascend the top section of the room requires the speed blocks to not be broken. Jump with either Springball or HiJump onto the global crab while it is climbing the section above the Speed locked item. Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts. If the Speed blocks are broken, the global crab will not be able to reach this part of the room. If Morph is unavailable, then a down-grab must be done blind: buffer the down input through the reserve refill, then press forward immediately after taking damage.

Requires:

"canSuitlessMaridia"
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canCrouchJump"
"canInsaneJump"
"canReserveDoubleDamageBoost"
{
  "or": [
    "h_canMaxHeightSpringBallJump",
    "HiJump"
  ]
}
{
  "or": [
    "Morph",
    "canOffScreenMovement"
  ]
}
{
  "autoReserveTrigger": {
    "minReserveEnergy": 85
  }
}
{
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
}
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door

Be sure not to get the first downward moving crab on screen until Samus is in position to quickly and accurately shoot and freeze it. This is much tighter with spring ball relative to HiJump. Performing a max height spring ball jump from the frozen crab can get Samus to the next ledge. Getting to the ledge with the fish is particularly precise. Either stand at the very edge of the platform and perform a very precise max heigh spring ball jump, or stand against the left wall and and perform a slightly less tight stationary lateral morph into spring ball jump.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"canTrickySpringBallJump"
"canDodgeWhileShooting"
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "Spazer",
        "Wave"
      ]
    },
    {
      "and": [
        "h_canMaxHeightSpringBallJump",
        {
          "or": [
            "Wave",
            "Spazer"
          ]
        }
      ]
    },
    "Plasma"
  ]
}
{
  "or": [
    "h_canMaxHeightSpringBallJump",
    "canStationaryLateralMidAirMorph"
  ]
}
From: 4
On Mama Turtle
To: 3
Hidden Right Item

Reveal the item while jumping to the right wall and collect it as Samus falls past.

Requires:

"canDodgeWhileShooting"
"canCarefulJump"
{
  "notable": "Shoot Down and Grab Right Item"
}
{
  "or": [
    "Wave",
    "Spazer",
    "h_canUsePowerBombs",
    {
      "and": [
        "canTrickyJump",
        "canDodgeWhileShooting",
        {
          "ammo": {
            "type": "Missile",
            "count": 5
          }
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canResetFallSpeed",
        "canDownBack"
      ]
    },
    "canInsaneJump"
  ]
}
From: 5
Top Left Junction
To: 2
Top Item

Perform a running stationary spinjump from a precise spot, then a CWJ with slightly more speed off the wall one tile further out. This makes it possible to just barely walljump off the grapple block.

Requires:

{
  "notable": "Insane Walljump"
}
"HiJump"
"canInsaneJump"
"canStationarySpinJump"
"canInsaneWalljump"
"canCWJ"

Clears obstacles: B

From: 1
Top Left Door
To: 4
Top Right Door

In the other room, use 6 runway tiles to gain an extra run speed of exactly $1.D, with Speed Booster unequipped. Jump into a lateral mid-air morph and touch the door transition while descending close to the ground. Hold jump to do an uncontrolled bounce immediately after the transition. Pause as Samus passes under the first ceiling Grapple block. Equip Speed Booster and unequip Spring Ball, to get a spring fling. Pause again and re-equip Spring Ball to get a second spring fling. Continue holding jump to bounce on both Grapple platforms with uncontrolled bounces; Samus must bounce on the left edge of the first platform in order to just barely make the bounce on the right edge of the second platform. Perform one more spring fling, by unequipping Spring Ball as Samus begins to descend. Samus should make it into the nook below the right door; A Flatley jump into mid-air spring ball jump will get Samus up to the door.

Entrance condition:

{
  "comeInSpinning": {
    "speedBooster": false,
    "unusableTiles": 3,
    "minExtraRunSpeed": "$1.D",
    "maxExtraRunSpeed": "$1.D"
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Left to Right"
}
"SpeedBooster"
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canFlatleyJump"
"canTrickySpringBallJump"

Dev note: A comeInSpinning entrance condition is used to ensure it is possible to enter in the right position, even though technically Samus should enter morphed rather than spinning. With longer runway, a number of variations of this strat are possible: entering with a mockball (or controlled bounce) with speed at least $4.4, it is possible to bounce immediately on entry and do two spring flings to reach the second Grapple platform directly. with the same type of entry and speeds at least $5.4, it is possible do controlled bounces on both Grapple platforms, with no spring fling needed. FIXME: stopping at node 9 (below the top door) is also possible.

From: 1
Top Left Door
To: 5
Top Door

If HiJump or Spring Ball is available, use a Gravity jump from the top of the island; otherwise, use the higher ledge to the left, jump slightly early to avoid getting too much jump height (to avoid bonking the ceiling Grapple blocks), and quickly do a stationary lateral mid-air morph.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 1,
    "openEnd": 0
  }
}

Requires:

"canGravityJump"
"canLongChainTemporaryBlue"
{
  "or": [
    "HiJump",
    "canTrickySpringBallJump",
    {
      "and": [
        "canStationaryLateralMidAirMorph",
        "canInsaneJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithTemporaryBlue": {
    "direction": "right"
  }
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: FIXME: A suitless version of this could work, with HiJump + Spring Ball; but it would require leaving while morphed, which would need some space to move horizontally in the room above before landing, which we don't yet have a way to model.

From: 2
Bottom Left Door
To: 5
Top Door

Run and jump up through the door using SpeedBooster in the room below. Bonk the door frame as you pass through the transition, to cancel your horizontal momentum. You need a vertical speed of exactly 7.8800 when passing through the transition, which requires the jump to be frame perfect. After the transition, as you reach the wall, begin holding right. Begin holding angle up at any time before approaching the door (and you can continue holding it until the end of the strat). As you approach the door (an 8-frame window), while holding angle up, release right for exactly one frame. This will put Samus into a pose aiming diagonally up and to the right. Immediately fire a shot to open the door (within the same 8-frame window); if successful, you will just barely clear the grapple block and pass through the door. Several things can cause you to bonk the grapple block: 1) entering the room with too much vertical speed, 2) not pressing against the wall as you come up, 3) releasing right for more than one frame, 4) releasing right too early. As an alternative to releasing right for one frame, you can instead press shot for one frame: if successful, Samus' pose will change to aiming diagonally without a shot being fired; if shot is pressed for more than one frame, then a shot will be fired horizontally, and the cooldown will prevent you from firing diagonally in time.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 9,
    "maxLeftPosition": -38.5,
    "minRightPosition": -2
  },
  "comesThroughToilet": "no"
}

Requires:

{
  "notable": "Cross Room Jump through Top Door"
}
"canCrossRoomJumpIntoWater"
"SpeedBooster"
"HiJump"
"canInsaneJump"

Dev note: This strat applies only with Post Crocomire Jump Room below. In Crocomire's Room, the different platform height affects which vertical speeds are obtainable, and apparently none of them work. FIXME: Check if this strat works through Toilet (either from PCJR or Crocomire's Room)

From: 2
Bottom Left Door
To: 7
Lower Hills Junction

Jump with either Springball or HiJump onto a Sciser while it is climbing the right-most mountain. Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts. This gains barely enough height to reach the ledge above. If Morph is unavailable, then a down-grab must be done blind: buffer the down input through the reserve refill, then press forward immediately after taking damage.

Requires:

"h_canNavigateUnderwater"
"canCrouchJump"
"canInsaneJump"
"canReserveDoubleDamageBoost"
{
  "or": [
    "h_canMaxHeightSpringBallJump",
    "HiJump"
  ]
}
{
  "or": [
    "Morph",
    "canOffScreenMovement"
  ]
}
{
  "autoReserveTrigger": {
    "minReserveEnergy": 85
  }
}
{
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
}
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Knock the crab off the wall immediately and then quickly freeze it. Preparing and auto canceled Super before entering the room could make this easier.

Entrance condition:

{
  "comeInNormally": {},
  "comesThroughToilet": "any"
}

Requires:

"h_canNavigateUnderwater"
"canTrickyUseFrozenEnemies"
{
  "or": [
    {
      "resetRoom": {
        "nodes": [
          3
        ]
      }
    },
    "canPrepareForNextRoom"
  ]
}
{
  "or": [
    "canInsaneJump",
    "Spazer",
    "Wave",
    "Plasma",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        "HiJump"
      ]
    }
  ]
}
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Resets obstacles: A, B

Dev note: Kinda tough with no other beam/missile/super/movement.

From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

Come in with high speed and jump after the transition to cross the room. Precise timing is needed to jump to the correct height: too high and Samus will bonk the Grapple block, too low and Samus will not make it onto the ledge. A Powamp may be in the path of the jump but can be destroyed with blue speed.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 31
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canInsaneJump"
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

With Speed Booster equipped, run into the room using at least about 2 tiles of runway (at least $0.C extra run speed). If needed, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it before bouncing on the first Grapple platform. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1.4375
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canSpringFling"
"canInsaneJump"
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 1 tile worth of speed (at least $0.9 extra run speed). Use Spring Ball to jump or do a controlled bounce after the transition. While descending and before bouncing on the first Grapple platform, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp. Note that Samus must be fully morphed when entering the room (not in the middle of a morphing animation), or the spring flings will not work, assuming Speed Booster is not equipped.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "adjacentMinTiles": 4,
    "remoteAndLandingMinTiles": [
      [
        0.4375,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canSpringFling"
"canInsaneJump"
From: 5
Top Door
To: 5
Top Door

Use the runway at either the bottom or right side of the room to gain temporary blue. Then Gravity jump two or more times to chain it up to the door.

Requires:

{
  "or": [
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 30,
            "gentleUpTiles": 2,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canXRayTurnaround",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 20,
            "gentleUpTiles": 3,
            "gentleDownTiles": 1,
            "steepUpTiles": 1,
            "openEnd": 0
          }
        },
        "HiJump"
      ]
    }
  ]
}
"canGravityJump"
"canLongChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {
    "direction": "left"
  }
}
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction

Jump using Springball with the right timing leaving the Morph tunnel to avoid falling.

Requires:

"canInsaneJump"
"h_canUseSpringBall"
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction

Jump using Springball with the right timing leaving the Morph tunnel to avoid falling.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"h_EverestMorphTunnelExpanded"
"canInsaneJump"
"h_canArtificialMorphSpringBall"
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction

Jump using Springball with the right timing leaving the Morph tunnel to avoid falling.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": true
  }
}

Requires:

"canInsaneJump"
"h_canArtificialMorphSpringBall"
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction

Climb the bottom right wall of the room with Ice and HiJump while also luring a crab to the next platform to be used to ascend the next wall. The trickiest part of the climb is getting past the final overhang. This can be done with an underwater wall jump if the crab is low, a precise crouch jump and down grab if it is higher, or a flatley jump off of the crab if it is higher still. Two crabs makes it significantly easier to lure one to the top - simply let one go ahead of Samus. For a faster setup, one crab may be used by perform the final jump as it is unfreezing so it starts moving upward. Then go to the lower ground a bit to the right, jump and aim down to lower the camera to lure the crab. Note: The hardest part of this climb is the pixel precision when jumping around a ledge. Too many pixels: left is a fall, right you clip through the crab, low you miss the jump and fall, high is a bonk or crab clip.

Requires:

{
  "notable": "Right Crab Climb with Only HiJump or Springball"
}
"canSuitlessMaridia"
"canCrazyCrabClimb"
"HiJump"
"canTrickyJump"
"canCameraManip"
{
  "or": [
    "canUnderwaterWalljump",
    "h_canCrouchJumpDownGrab",
    "canFlatleyJump",
    "canInsaneJump"
  ]
}

Clears obstacles: A, B

From: 2
Bottom Door
To: 3
Bottom Right Ledge

Escape the water using a well-timed Space Jump water bounce followed by a frame-perfect Space jump just above the water, at a specific time when the tide is descending.

Requires:

{
  "notable": "Space Jump Escape"
}
"canSpaceJumpWaterEscape"
"canInsaneJump"
From: 5
Right Door
To: 7
Top Right Left Item

Bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock.

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "minExtraRunSpeed": "$3.4",
    "maxExtraRunSpeed": "$4.C"
  }
}

Requires:

{
  "notable": "Suitless Blue Bomber"
}
"canSuitlessMaridia"
"HiJump"
"canTrickySpringBallBounce"
"canInsaneJump"
"canMomentumConservingMorph"

Dev note: Lower or higher speeds could work but with greater difficulty.

In the previous room, perform a relatively precise 1-tap in order to gain blue speed with momentum in a specific range, then use spring ball to bounce through the door transition. Bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock.

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "minExtraRunSpeed": "$4.0",
    "maxExtraRunSpeed": "$4.3"
  }
}

Requires:

{
  "notable": "Suitless Blue Bomber"
}
"canSuitlessMaridia"
"canTrickyDashJump"
"canInsaneJump"
"canTrickySpringBallBounce"
"canMomentumConservingMorph"
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"Gravity"
"canInsaneJump"
{
  "or": [
    "canMomentumConservingMorph",
    "canMomentumConservingTurnaround"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 1,
    "runway": {
      "length": 23,
      "openEnd": 1,
      "gentleDownTiles": 2,
      "gentleUpTiles": 2,
      "steepUpTiles": 1
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $4.B.

From: 1
Left Door
To: 1
Left Door

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"Gravity"
"SpeedBooster"
"canInsaneJump"
{
  "or": [
    {
      "and": [
        "canMomentumConservingMorph",
        "canInsaneMidAirMorph"
      ]
    },
    "canMomentumConservingTurnaround"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 1,
    "runway": {
      "length": 36,
      "openEnd": 1,
      "gentleUpTiles": 2
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $6.3.

From: 1
Left Door
To: 5
Item

Needs near max horizontal speed coming from about 40 runway tiles in the adjacent room. Jump after the transition. Running a longer on the short runway is more difficult at maximum speed, but will increase the success of the jump. A crisp momentum conserving morph can also make up for a jump that is buffered through the door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 40
  }
}

Requires:

"canInsaneJump"
"canLateralMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"

Needs a runway of 7 tiles with no open end in the adjacent room, to get enough height. This is a peak of height with speed booster, no hjb, while underwater. Jump before the transition with SpeedBooster off and then SpeedBooster back on after reaching the ceiling and Morphing.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 6.4375
  }
}

Requires:

"canLateralMidAirMorph"
"canDisableEquipment"
"canCrossRoomJumpIntoWater"
"canSpringBallBounce"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 1
      }
    },
    "canInsaneJump",
    {
      "and": [
        "Plasma",
        "canTrickyJump"
      ]
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 1
Left Door
To: 5
Item

Stand on the edge of the sand and place a Bomb; unmorph (leaving Samus crouched), then press forward to enter the sand when the bomb flashes yellow for the second time. Once the Bomb puts Samus into a jumping pose where Samus is suspended mid-air slightly above the sand, press jump; then aim down precisely when the bomb begins to propel Samus upward. Move right to press against the wall before mid-air morphing (alternatively, a stationary lateral morph can work). There is a 2-frame window for when to enter the sand: if Samus enters the sand too early, she will sink slightly too far, resulting in not quite enough height to reach the tunnel; if Samus enters the sand too late, she will not get properly boosted by the Bomb explosion and will end up stuck in the sand. There is an 8-frame window for when to press jump, as it can be buffered during the period that the bomb begins interacting with Samus: if Samus jumps too early or late, she will get stuck in the sand. The timing for the aim-down press is frame-perfect: it must be pressed on the first frame that Samus begins being propelled upward by the bomb. if Samus aims down too early, she will get stuck in the sand; if Samus aims down too late, she will not get enough height to reach the tunnel. The timing for the jump is between 6 frames before or 1 frame after the down press. The amount of time that Samus holds forward after entering the sand is unimportant, as long as it is released before the aim-down.

Requires:

{
  "notable": "Sand Bomb Boost (Left to Right)"
}
"canSandBombBoost"
"canInsaneJump"
{
  "or": [
    "can4HighMidAirMorph",
    "canStationaryLateralMidAirMorph"
  ]
}

Dev note: The timing window for when to press jump and when to aim-down is relative to the bomb explosion, independent of each other and independent of when Samus enters the sand. The timing for pressing forward (from a crouch) is 38 or 39 frames after laying the Bomb. The timing for the jump is between 51 and 58 frames after laying the Bomb. The timing for the aim-down press is 57 frames after laying the Bomb. It is also possible to stand by pressing up before entering the sand (in which case forward would be pressed 37 or 38 frames after laying the Bomb); this does not affect the size of the timing windows but introduces some more possibility for error, e.g. by the up input being eaten if Samus is still in the unmorphing animation, or by the forward input being not immediately processed if Samus is still in the standing animation.

From: 1
Left Door
To: 5
Item

Stand on the edge of the sand and place a Power Bomb; unmorph (leaving Samus crouched), then wait a moment before pressing forward to enter the sand. On the exact frame when the Power Bomb begins to propel Samus upward, press down, and press jump on the same frame or one frame later. Move right to press against the wall before mid-air morphing (alternatively, a stationary lateral morph can work). There is a 13-frame window for when to enter the sand: if Samus enters the sand too early, she will sink slightly too far, resulting in not quite enough height to reach the tunnel; if Samus enters the sand too late, she will not get properly boosted by the Power Bomb explosion and will end up stuck in the sand. The timing for the aim-down press is frame-perfect: it must be pressed on the first frame that Samus begins being propelled upward by the Power Bomb. if Samus aims down too early, she will get stuck in the sand; if Samus aims down too late, she will not get enough height to reach the tunnel. if Samus jumps too early or late, she will get stuck in the sand. The amount of time that Samus holds forward when entering the sand should be between 2 and 11 frames.

Requires:

{
  "notable": "Sand Bomb Boost (Left to Right)"
}
{
  "tech": "canSandBombBoost"
}
"h_canUsePowerBombs"
"canInsaneJump"
{
  "or": [
    "can4HighMidAirMorph",
    "canStationaryLateralMidAirMorph"
  ]
}

Dev note: The timing window for when to press jump and when to aim-down is relative to the Power Bomb explosion, independent of each other and independent of when Samus enters the sand. The timing for pressing forward (from a crouch) is between 27 and 39 frames after laying the Power Bomb. The timing for the jump is between 56 and 57 frames after laying the Power Bomb. The timing for the aim-down press is 56 frames after laying the Power Bomb. It is also possible to stand by pressing up before entering the sand (in which case forward would be pressed 28 or 40 frames after laying the Power Bomb); this does not affect the size of the timing windows but introduces some more possibility for error, e.g. by the up input being eaten if Samus is still in the unmorphing animation, or by the forward input being not immediately processed if Samus is still in the standing animation.

From: 1
Left Door
To: 5
Item

Lure a Puyo close to the sand to use for a Sand Grapple Boost. As it is close to entering the sand, land on the sand and crouch. Very quickly after crouching shoot the grapple and jump. As soon as the Puyo is killed aim down to escape the sand. If the timings don't work out just right, too much height is lost to the sand. Crouching in sand is also a high softlock risk.

Requires:

{
  "notable": "Sand Grapple Boost"
}
"h_canCrouchJumpDownGrab"
"canSandGrappleBoost"
"canInsaneJump"
"canMidAirMorph"
From: 4
Right Door
To: 6
Junction Right of Morph Passage

Kill all of the enemies and leave drops uncollected so that the Zoas will not be in the way. Stand on the edge of the sand and place a Bomb or Power Bomb and wait briefly before entering the sand. Let the explosion push Samus up for a few frames before simultaneously jumping and aiming down. Then move left to down-grab onto the morph tunnel ledge. Jumping too early can lead to a softlock but jumping too late usually exits the sand safely.

Requires:

{
  "tech": "canSandBombBoost"
}
"h_canBombThings"
"canInsaneJump"
"canDownGrab"
From: 4
Right Door
To: 6
Junction Right of Morph Passage

Use the respawning Zoas as a grapple target to get a sand boost in order to reach the ledge above. Shoot Grapple just after landing on the sand. Jump as soon as the Zoa is hit, and aim down to escape the sand. Avoid getting hit by killing the extra Zoas since falling into the sand is a softlock.

Requires:

"h_canCrouchJumpDownGrab"
"canSandGrappleBoost"
"canInsaneJump"
From: 1
Bottom Left Door
To: 2
Right Door

Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing.

Entrance condition:

{
  "comeInWithTemporaryBlue": {
    "direction": "right"
  },
  "comesThroughToilet": "any"
}

Requires:

"canChainTemporaryBlue"
{
  "or": [
    "HiJump",
    "canTrickySpringBallJump",
    "canInsaneJump"
  ]
}
{
  "or": [
    {
      "and": [
        "canSpringBallBounce",
        {
          "or": [
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 2
              }
            },
            {
              "and": [
                "canLongChainTemporaryBlue",
                "can4HighMidAirMorph"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canLongChainTemporaryBlue",
        "canStationaryLateralMidAirMorph",
        "can4HighMidAirMorph",
        "canBeVeryPatient"
      ]
    }
  ]
}
From: 1
Bottom Left Door
To: 2
Right Door

Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing.

Entrance condition:

{
  "comeInWithTemporaryBlue": {
    "direction": "left"
  },
  "comesThroughToilet": "any"
}

Requires:

"canChainTemporaryBlue"
"canXRayTurnaround"
{
  "or": [
    "HiJump",
    "canTrickySpringBallJump",
    "canInsaneJump"
  ]
}
{
  "or": [
    {
      "and": [
        "canSpringBallBounce",
        {
          "or": [
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 2
              }
            },
            {
              "and": [
                "canLongChainTemporaryBlue",
                "can4HighMidAirMorph"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canLongChainTemporaryBlue",
        "canStationaryLateralMidAirMorph",
        "can4HighMidAirMorph",
        "canBeVeryPatient"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Climb a mochtroid with ice using the wall to help guide them. It is very easy to take damage if not preemptive with freezes. Mochtroid movement and freeze timing gets harder at the waterline.

Requires:

"h_canNavigateUnderwater"
"canMochtroidIceClimb"
"canPlayInSand"
"canCameraManip"
{
  "or": [
    "Gravity",
    "HiJump"
  ]
}
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Climb a mochtroid with ice using the wall to help guide them. Mochtroid damage is pretty hard to avoid, but it is possible.

Requires:

{
  "notable": "Mochtroid Suitless, HiJumpless Ice Climb"
}
"canSuitlessMaridia"
"canMochtroidIceClimb"
"canPlayInSand"
"canCameraManip"
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Land on each set of spikes as a way to jump to the next safe platform. The first jump can be done with a very precise damage boost to bounce forward off the spike, or using morph.

Requires:

{
  "notable": "Spike Platforming with No Equipment"
}
"canWalljump"
"canInsaneJump"
"canHorizontalDamageBoost"
"canUseIFrames"
{
  "spikeHits": 3
}
{
  "or": [
    "Morph",
    {
      "spikeHits": 2
    }
  ]
}

Dev note: Positioning on the spikes is harder to control without morph.

From: 1
Left Door
To: 3
Top Right Door

Use Grapple Beam to cross the room. The first two room segments can be safely grappled across from in the water. The third room segment grapple is tricky. It is possible to use the spikes as platforms instead.

Requires:

"canSuitlessMaridia"
"canDodgeWhileShooting"
"canPreciseGrapple"
{
  "or": [
    "canInsaneJump",
    "canPlayInSand"
  ]
}
{
  "or": [
    "HiJump",
    "canTrickyJump"
  ]
}

Position as far left as possible, hanging over the ledge, and use X-Ray to turn around to the right. Perform a gravity jump into a spring ball jump. Immediately after the spring ball jump, unmorph to avoid bonking the wall and losing blue speed. Use a pause buffer to morph again without losing temporary blue: pause as early as possible, and hold angle and aim-down while the pause hits; during the black screen, hold only the down input, to buffer a morph; coming out of the pause, during the morphing animation roll from down to right, and then hold angle and unmorph to chain temporary blue.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 0
  }
}

Requires:

"canXRayTurnaround"
"canGravityJump"
"canSpringBallJumpMidAir"
"canInsaneJump"
"canChainTemporaryBlue"
"canPauseRemorphTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires running a precise distance of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph (at extra run speed $2.0 or $2.1). This needs a last-frame Space Jump in the previous room. At the lower of the two possible speeds ($2.0), the jump must be done very low through the door; at the higher speed ($2.1) there is a relatively large window of vertical positions that work.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 6.4375
  }
}

Requires:

"canTrickyDashJump"
"canPreciseSpaceJump"
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canDownGrab"
From: 3
Top Right Door
To: 1
Left Door

Stay out of the water, and by extension the sand, of the room by using the spikes as platforms. Morphing before landing on the spikes helps to be able to control the knockback. The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. A spike hit in the center of the room can avoided by doing another spring ball jump into IBJ (also with a spring fling).

Requires:

{
  "notable": "Bomb Jump Water Escape"
}
"HiJump"
"canPreciseWalljump"
"canUseIFrames"
{
  "spikeHits": 1
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
"h_canMaxHeightSpringBallJump"
{
  "or": [
    "canSpringFling",
    {
      "and": [
        {
          "spikeHits": 1
        },
        "canInsaneJump"
      ]
    }
  ]
}
"canBombJumpWaterEscape"
"canJumpIntoIBJ"

Dev note: The IBJ at the left side of the room can be done without a 'spring fling' but is far more precise: the first bomb must be placed exactly two frames before the spring ball jump, and the spring ball jump should be performed just before max height, during the 4-frame window between 2 and 5 frames before the last possible frame to jump (there are also 1-frame windows at 0 and 8 frames before the last frame).

From: 3
Top Right Door
To: 1
Left Door

Jump out of the sand to lure down mochtroids to freeze. It's recommended to bring a Mochtroid into the middle section of the room. Mochtroid damage is pretty hard to avoid, but can be. Mochtroid movement and freeze timing gets harder at the waterline.

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    "Gravity",
    "HiJump"
  ]
}
"canTrickyJump"
"canPlayInSand"
"canMochtroidIceClimb"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Jump out of the sand to lure down mochtroids to freeze. It's recommended to bring a Mochtroid into the middle section of the room. Mochtroid damage is pretty hard to avoid, but can be.

Requires:

{
  "notable": "Mochtroid Suitless, HiJumpless Ice Climb"
}
"canSuitlessMaridia"
"canTrickyJump"
"canPlayInSand"
"canMochtroidIceClimb"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Stay out of the water, and by extension the sand, of the room by using the spikes as platforms. Landing on spikes aiming down with no other direction pressed can help control the knockback. Requires knowing the position of every spike in the room. The final spike jump is very difficult.

Requires:

{
  "notable": "Spike Platforming with No Equipment"
}
"canPreciseWalljump"
"canInsaneJump"
"canUseIFrames"
{
  "spikeHits": 3
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Requires:

"canSuitlessMaridia"
"canDodgeWhileShooting"
"canPreciseGrapple"
{
  "or": [
    "canInsaneJump",
    "canPlayInSand"
  ]
}
{
  "or": [
    "HiJump",
    "canTrickyJump"
  ]
}
From: 1
Left Door
To: 1
Left Door

Get a boost from a Bomb or Power Bomb while grappled to the bottom half of the turret above the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Slightly delay the down press to extend Grapple, to avoid getting caught on the corner of the floor. Swing down, and hold left while approaching the door to trigger the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. If Samus needs to be standing in the next room (e.g. for an X-Ray climb), then be sure to touch the ground before reaching the transition; this can be done by timing the Grapple extension early enough, or, if enough energy is available, by doing a small bounce before going through the transition. Samus can reach the transition at either horizontal position 20 or 21, depending on the specific timing and positioning of the swing. Pressing diagonal up-left just before the transition (to retracting Grapple slightly) can help more consistently reach it at position 21.

Requires:

"h_canBreakOneDraygonTurret"
"Gravity"
"canGrappleBombHang"
"h_canBombThings"
{
  "draygonElectricityFrames": 40
}
{
  "or": [
    "canInsaneJump",
    {
      "draygonElectricityFrames": 40
    }
  ]
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        19
      ]
    ]
  }
}

Dev note: FIXME: We could model the turret as an obstacle in case it was already broken for the Draygon fight. FIXME: Add strats with canUnmorphGrappleHang alternatives to canGrappleBombHang, also canGrappleJump and/or canInsaneJump versions for reaching the higher block position.

Get a boost from a Bomb or Power Bomb while grappled to the top half of the turret above the door. Without HiJump, this is most easy to do by positioning as far right as possible on the ledge and performing a stationary lateral morph. Lay the Power Bomb relatively low and continue moving right for about another half a tile. turn around left while morphed, then unmorph after Samus begins to descend, to reset Samus' fall speed; hold angle-up, and wait a moment after Samus is unmorphed before using Grapple (to wait until the bomb or Power Bomb is about to explode). Press and hold down soon after the Grapple attaches. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. Samus should be able to stand in the next room (e.g. in case this is needed for an X-Ray climb). Samus can reach the transition at horizontal position 20, or at positions 19 or 21 by pressing up at a specific time just before reaching the transition.

Requires:

"h_canBreakOneDraygonTurret"
"can4HighMidAirMorph"
"canGrappleBombHang"
"h_canBombThings"
"canStationaryLateralMidAirMorph"
{
  "draygonElectricityFrames": 50
}
{
  "or": [
    "canInsaneJump",
    {
      "draygonElectricityFrames": 50
    }
  ]
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        18
      ]
    ]
  }
}

Dev note: This is technically possible to do without a stationary lateral morph, but with much greater difficulty.

Get a boost from a Bomb or Power Bomb while grappled to the bottom half of the turret above the door. This can be done by standing at the very edge of the ledge, jumping up into a mid-air morph, laying a bomb or Power Bomb, unmorphing, then grappling diagonally. It can also be done with a crouch jump, without needing to be so close to the edge of the ledge. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. After the Grapple attachment, hold diagonally down-left to swing directly into the door and through the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. Samus should be able to stand in the next room (e.g. in case this is needed for an X-Ray climb). Samus may trigger the transition at either horizontal position 20 or 21, depending on the specific timing and positioning of the swing. To reliably trigger it at position 21, press diagonally up-left just before the transition to retract Grapple slightly.

Requires:

"h_canBreakOneDraygonTurret"
"canGrappleBombHang"
"h_canBombThings"
{
  "draygonElectricityFrames": 45
}
{
  "or": [
    "canInsaneJump",
    {
      "draygonElectricityFrames": 45
    }
  ]
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        19
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Get a boost from a Bomb or Power Bomb while grappled to the top half of the turret above the door. With HiJump, this can be done by standing on the low ground a couple tiles right of the ledge, jumping up into a mid-air morph, laying a bomb or Power Bomb, unmorphing, then grappling diagonally. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Slightly delay the down press to extend Grapple, to avoid getting caught on the corner of the floor. Swing down, and hold left while approaching the door to trigger the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. Samus should be able to stand in the next room (e.g. in case this is needed for an X-Ray climb). Samus can reach the transition at either horizontal position 20 or 21, depending on the specific timing and positioning of the swing.

Requires:

"h_canBreakOneDraygonTurret"
"HiJump"
"canGrappleBombHang"
"h_canBombThings"
{
  "draygonElectricityFrames": 50
}
{
  "or": [
    "canInsaneJump",
    {
      "draygonElectricityFrames": 50
    }
  ]
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        18
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Get a boost from a Bomb or Power Bomb while grappled to the top half of the turret above the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. If Samus needs to be standing in the next room (e.g. for an X-Ray climb), then be sure to touch the ground before reaching the transition; this can be done by timing the Grapple extension early enough, or, if enough energy is available, by doing a small bounce before going through the transition. If it is needed to enter far to the right (at horizontal position 21), this can be done by pressing up to retract Grapple just before the transition.

Requires:

"h_canBreakOneDraygonTurret"
"Gravity"
"canGrappleBombHang"
"h_canBombThings"
{
  "draygonElectricityFrames": 40
}
{
  "or": [
    "canInsaneJump",
    {
      "draygonElectricityFrames": 40
    }
  ]
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        18
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

"Gravity"
"canInsaneJump"
"canMomentumConservingMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 22,
      "openEnd": 0
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $4.2

From: 1
Left Door
To: 1
Left Door

Fire a charged Plasma shot, then use X-Ray repeatedly while the shot is in contact with Draygon, to wait out Draygon's i-frames. It is possible to one-cycle, which is easiest with a full beam, alternatively, it is possible to Morph under the swoop and two-cycle it. Note that if Samus is crouched when Draygon dies, she will stand up; this can be used to see when the fight has ended.

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "or": [
            "Gravity",
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Draygon",
                "type": "turretProjectile",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    "h_canBreakThreeDraygonTurrets"
  ]
}
"canXRayWaitForIFrames"
"Charge"
"Plasma"
{
  "or": [
    "canTrickyDodgeEnemies",
    "Morph",
    {
      "and": [
        "Ice",
        "Wave"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Draygon",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: f_DefeatedDraygon

From: 1
Left Door
To: 1
Left Door

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_canShineChargeMaxRunway"
"canShinechargeMovementTricky"
"canTrickyJump"
"Gravity"
{
  "or": [
    {
      "and": [
        "HiJump",
        "canTrickyDashJump"
      ]
    },
    {
      "and": [
        "canFastWalljumpClimb",
        "canPreciseWalljump"
      ]
    },
    {
      "and": [
        "SpaceJump",
        "canInsaneJump",
        {
          "shinespark": {
            "frames": 3
          }
        }
      ]
    }
  ]
}
"canMidairShinespark"
{
  "shinespark": {
    "frames": 5
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 2
Right Door
To: 4
Top Right Ledge Junction

Take a spike hit and pause just after getting hit. Quickly crouch and jump just before the fade out ends. With a precise Gravity jump, it is possible to not need a crouch jump or down grab.

Requires:

"canGravityJump"
"HiJump"
{
  "spikeHits": 1
}
"canUseIFrames"
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    "canCrouchJump",
    "canDownGrab"
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "spikeHits": 1
    }
  ]
}
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction

When the Cacatac on the ground fires a spike, perform a springball Jump to break the waterline and then hit the spike for extra height.

Requires:

{
  "notable": "Springball Spike Boost"
}
"HiJump"
"canSuitlessMaridia"
"canTrickyJump"
"canTrickySpringBallJump"
{
  "or": [
    "canInsaneJump",
    "canStationaryLateralMidAirMorph"
  ]
}
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "spike",
    "hits": 2
  }
}
From: 1
Top Left Door
To: 5
G-Mode Morph, In Morph Tunnel

After morphing, kill the Mochtroid with a Power Bomb, or roll off the edge. Stay to the left to avoid luring the second Mochtroid below.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  }
}

Requires:

{
  "or": [
    "Gravity",
    "canInsaneJump",
    "h_canArtificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 3
Bottom Right Door
To: 1
Top Left Door

After teleporting, quickly press and hold down to extend Grapple to push Samus to the left. Release Grapple, and turn around repeatedly to wiggle out to the left and fall into the air space behind the Grapple blocks. Press right against the wall, angle up, use Grapple, and release to clip into the door transition.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ]
    ]
  }
}

Requires:

"canInsaneJump"
"canGrappleClip"

Bypasses door shell: true

From: 4
Top Right Door
To: 1
Top Left Door

After teleporting, quickly press and hold down to extend Grapple to push Samus to the left. Release Grapple, and turn around repeatedly to wiggle out to the left and fall into the air space behind the Grapple blocks. Press right against the wall, angle up, use Grapple, and release to clip into the door transition.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ]
    ]
  }
}

Requires:

"canInsaneJump"
"canGrappleClip"

Bypasses door shell: true

From: 5
G-Mode Morph, In Morph Tunnel
To: 3
Bottom Right Door

Roll through the camera scroll blocks in the morph tunnel to overload PLMs then the speed blocks can be walked through. Perform a blind foosball - use the screen movement to be able to tell when Samus is in the morph tunnel and when she makes the jump. Note that the Oums are still active and dangerous off screen. The right shot block wall can be broken with a wide beam, otherwise it is important to crouch to shoot the bottom block.

Requires:

"canEnterGMode"
"canOffScreenMovement"
"canInsaneJump"
"h_canArtificialMorphSpringBall"
From: 2
Bottom Left Door
To: 4
Bottom Right Shinecharged

With only a runway of 2 tiles (open end) in the other room, this requires a double-frame-perfect setup: release forward for exactly 3 frames, and repress forward on the last possible frame before the transition.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canInsaneJump"
{
  "shineChargeFrames": 0
}

Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved.

From: 1
Bottom Left Door
To: 2
Top Right Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"h_canArtificialMorphDoubleSpringBallJump"
{
  "or": [
    "h_canArtificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "spike",
        "hits": 2
      }
    },
    {
      "and": [
        "canInsaneJump",
        {
          "enemyDamage": {
            "enemy": "Cacatac",
            "type": "spike",
            "hits": 1
          }
        }
      ]
    }
  ]
}

Jump into the room with blue speed, shoot open the door mid-air; then airball across the room and unmorph on the door ledge, chaining temporary blue into the next room.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$1.C",
    "maxExtraRunSpeed": "$2.4"
  }
}

Requires:

"canInsaneJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Jump into the room with blue speed, shoot open the door mid-air; then airball across the room and unmorph on the door ledge, chaining temporary blue into the next room.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$1.C",
    "maxExtraRunSpeed": "$2.4"
  }
}

Requires:

"canInsaneJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Top Right Door
To: 1
Bottom Left Door

Moonfall from the ledge just below the door, then weave between the floating platforms. It is possible to either perform the mid-air spark at high speed while falling, or to land and jump into a mid-air spark. Landing and jumping into a mid-air spark may be the easier method, especially if needing to leave in a specific position (top or bottom), but the shinecharge frames are very tight. It helps to get a good entry, by pressing down to gain the shinecharge as late as possible in the previous room; this will make Samus descend more during the crouching animation, to reach the ledge below quickly. It is recommended to initiate moonfall immediately, while still facing left, to avoid wasting time turning around. Alternatively, if activating the spark while falling at high speed, there are plenty of shinecharge frames available, but only a 2-frame window for activating the spark; if needing to leave in a specific position (top or bottom), it is frame-perfect; to leave in bottom position, break spin before the final turnaround, to adjust the alignment of Samus' vertical position, otherwise there is no frame that works.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 0,
    "openEnd": 1
  }
}

Requires:

{
  "notable": "Moonfall Spark"
}
"canMoonfall"
"canShinechargeMovementTricky"
"canInsaneJump"
{
  "shinespark": {
    "frames": 14,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Right Door
To: 3
Elevator

Gain speed using between 36 and 42 tiles of runway (extra run speed between $6.4 and $6.F). Unmorph to retain blue speed to pass safely through the Rippers.

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "any",
    "minExtraRunSpeed": "$6.4"
  }
}

Requires:

"HiJump"
"canTrickyDashJump"
"canInsaneJump"
"canDownGrab"
From: 2
Right Door
To: 3
Elevator

Gain speed using at least 33 runway tiles in the other room. To avoid the Rippers, break spin and turn around right and then left.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 33
  }
}

Requires:

"HiJump"
"canTrickyDashJump"
"canInsaneJump"
"canDownGrab"
From: 3
Middle Right Door
To: 4
Top Right Door

Freeze the island Choot when it is at the far left of its second-highest swoop. Run right-to-left on it and perform a last-frame jump into a max-height spring ball jump. Getting the highest possible run speed requires starting from the right-most 87.5% of the last pixel (subpixel position at least $2000). Press pause at the same time as starting to run, or slightly earlier, and perform the mid-air morph quickly; timing the pause to hit as early as possible after morphing will maximize the time that Spring Ball is equipped, boosting Samus' horizontal speed and making it possible to clear the corner of the ceiling.

Requires:

{
  "notable": "Insane Frozen Choot Spring Ball Jump"
}
"canTrickyUseFrozenEnemies"
"HiJump"
"can4HighMidAirMorph"
"canTrickySpringBallJump"
"canInsaneJump"

Dev note: There is at least a 3-frame window for freezing the Choot that works: two frames with the Choot in position ($2DE, $2F7), and one frame in position ($2E1, $2F9) It is possible to make the jump with one less frame of run speed; in this case Samus should start running from a few pixels further left, and a tighter mid-air morph may be required.

From: 3
Middle Right Door
To: 4
Top Right Door

Run into the room, pressing pause immediately when entering. Jump into a mid-air spring ball jump to reach the ledge above. Perform the spring ball jump while still moving forward, in order to get a boost in jump height.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 5.4375
  }
}

Requires:

"HiJump"
"canTrickyJump"
"canLateralMidAirMorph"
"canTrickySpringBallJump"
{
  "or": [
    "canSpringFling",
    "canInsaneJump",
    "can4HighMidAirMorph"
  ]
}

Dev note: This assumes extra run speed of $1.B entering the room, at least $2.6 when jumping (a 2-frame window in the worst case).

From: 4
Top Right Door
To: 5
Top Junction

Jump on the last possible frame, and get around the ledge while remaining in spin. If at least 23 runway tiles are available, then a momentum conserving turnaround can be used to make the jump more lenient.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 21
  }
}

Requires:

"canInsaneJump"

Dev note: An extra run speed of at least $5.2 is needed, avoiding the spike at $6.0 and $6.1 (corresponding to 34 tiles). For a momentum conserving turnaround to help, it needs at least $5.6 speed.

From: 5
Top Junction
To: 4
Top Right Door

Roll off the above ledge and use both the vertical speed resets from first (un)equipping SpringBall and then by unmorphing in order to reach the door. Pause shortly after rolling off the ledge, after falling for 1 tile. The timing is very precise. A downback helps by shrinking Samus' hitbox.

Requires:

{
  "notable": "SpringFling into Top Right Door"
}
"canInsaneJump"
"canSpringFling"
"canResetFallSpeed"
"canDownBack"
From: 2
Bottom Door
To: 1
Left Door

Using SpeedBooster in the room below and the full length of the runway (starting with Samus hanging over the edge as far as possible), run and jump precisely to make it through without bonking the door frame. Break spin before the transition to expand Samus' hitbox and trigger the transition earlier, retaining more speed and also making it easier to avoid bonking. Hold left through the transition to initiate a turn-around while entering the room. Land on the small platform at the top of the room.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 9,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"canTrickyJump"
"canInsaneJump"

Dev note: This strat is applicable only with the Post Crocomire Jump Room.

From: 2
Bottom Door
To: 1
Left Door

Using SpeedBooster in the room below, start running at a precise position to be able to jump during a spike in the speed-to-jumpHeight chart. Break spin before the transition to expand Samus' hitbox and trigger the transition early, retaining more speed and also making it easier to avoid bonking. Hold left through the transition to initiate a turn-around while entering the room. Land on the small platform at the top of the room.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -33.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"canTrickyDashJump"
"canInsaneJump"

Dev note: This strat is applicable with Crocomire's Room and the Post Crocomire Jump Room.

From: 2
Bottom Door
To: 4
Water Level Junction

Run and spin jump from the platform in the room below, gaining horizontal speed but without bonking the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above. With limited runway for gaining horizontal speed, the timing of the jump and turn-around may be very precise.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 8.5,
    "maxHeight": 9,
    "maxLeftPosition": -1.5,
    "minRightPosition": 1.5
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canMomentumConservingTurnaround"
"canInsaneJump"

Dev note: This applies to Warehouse Zeela Room and Blue Hopper Room.

From: 2
Bottom Door
To: 4
Water Level Junction

Using SpeedBooster in the room below, run and jump through the door without bonking the door frame or breaking spin. Perform a mid-air wiggle to make into onto either ledge.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -34.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"canInsaneJump"
"canMidairWiggle"

Dev note: This strat is applicable in Crocomire's Room and the Post Crocomire Jump Room.

From: 2
Bottom Door
To: 4
Water Level Junction

Standing on the platform in the room below, perform a spring ball jump mid-air a few tiles below the transition. It is necessary to morph very quickly after jumping in order to spring ball jump as low as necessary. Hold right through the transition, and do not bonk the door frame.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 8,
    "maxHeight": 8,
    "maxLeftPosition": 1,
    "minRightPosition": 1
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"can4HighMidAirMorph"
"canTrickySpringBallJump"
"canInsaneJump"
From: 1
Left Door
To: 2
Right Door

Perform a 1-tap to gain blue speed with a significant amount of momentum. Run through the door, and jump near the end of the platform, crossing the room. If Samus gains enough height from the jump, it is possible unmorph mid-air to discard horizontal speed at the right side of the room, then pause to remorph (`canPauseRemorphTemporaryBlue`). Otherwise, a precisely timed unmorph is needed to avoid bonking the door and losing the blue state; at certain speeds, it may be necessary to briefly release jump in order to control the height for the unmorph.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 1,
    "openEnd": 1,
    "minExtraRunSpeed": "$4.4"
  }
}

Requires:

"canPlayInSand"
"canCrossRoomJumpIntoWater"
"canInsaneJump"
"canChainTemporaryBlue"
"canBeVeryPatient"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: This needs an extra run speed of at least $4.4, and ideally not much more than that.

From: 1
Left Door
To: 2
Right Door

Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce on the platform in front of the door, then bounce on the second-to-last pillar.

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "minExtraRunSpeed": "$2.1",
    "maxExtraRunSpeed": "$2.3"
  }
}

Requires:

{
  "notable": "Cross-Room Blue Spring Ball Bounce (Left to Right)"
}
"canTrickyDashJump"
"canTrickySpringBallBounce"
"canInsaneJump"

Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Cross the room by bouncing on the pillars. Then chain temporary blue into the next room.

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "minExtraRunSpeed": "$2.1",
    "maxExtraRunSpeed": "$2.3"
  }
}

Requires:

{
  "notable": "Cross-Room Blue Spring Ball Bounce (Left to Right)"
}
"canTrickyDashJump"
"canTrickySpringBallBounce"
"canInsaneJump"
"canChainTemporaryBlue"
"canBeVeryPatient"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: The 'canBeVeryPatient' requirement is for difficulty placement as this is quite precise and unforgiving.

From: 1
Left Door
To: 2
Right Door

The sand does not impede Samus in G-Mode. Carefully jump over the first two Evirs. Crouch against the pillar and wait a brief moment before jumping and down grabbing onto it. Lure the third Evir's projectile by jumping then crouch jump and down grab the second pillar. Getting onto the final pillar is the hardest pard, which requires a subpixel precise jump. Carefully lure the Evir projectile while getting into position, one pixel from the right edge. Stand and spinjump to the right. Note that running before jumping doesn't help.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  }
}

Requires:

"canSuitlessMaridia"
"canInsaneJump"
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Requires a runway of 7 tiles (with no open end) in the adjacent room. Requires two precise inputs of jumping through the doorway and a short aiming down press before hitting the ceiling. Damage boost off of the right Evir in order to land on the first pillar. With Ice, instead freeze the Evir to land on it and avoid the damage. When entering the room with a bad jump, it is possible to perform a midair wiggle to get back to the door platform.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump with Ice or Damage Boost"
}
"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canInsaneJump"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        "h_pauseAbuseMinimalReserveRefill"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Perform a 1-tap to gain blue speed with a significant amount of momentum. Run through the door, and jump into an airball any time after the transition, crossing the room. At higher speeds, it may be necessary to unmorph at the left side of the room while still high in the air, to discard horizontal speed, then pause to remorph (`canPauseRemorphTemporaryBlue`).

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 1,
    "openEnd": 1,
    "minExtraRunSpeed": "$4.4"
  }
}

Requires:

{
  "notable": "Cross-Room Blue Speed Jump (Right to Left)"
}
"canPlayInSand"
"canCrossRoomJumpIntoWater"
"canInsaneJump"
"canPauseRemorphTemporaryBlue"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: This needs an extra run speed of at least $4.4. For speed $4.5, it helps to jump early and hold an aim-down pose. Speed $4.6 doesn't seem possible, as you end up too high to land without bonking the door, and too low to have time for a pause remorph? For speeds between $4.7 and $4.9, a pause remorph works. Speed $4.A is difficult but can be done with a last-frame jump, a momentum-conserving morph (ceiling mockball) while touching the second overhang, and a pause remorph. Speed $4.B doesn't seem to work as you can't avoid bonking the first overhang?

From: 2
Right Door
To: 2
Right Door

The Evir won't shoot unless Samus enters the sand falls. Getting to the transition tiles while standing before the projectile while suitless is very precise. From the sand, turnaround spinjump towards the right. Turn towards the sandfall about when you're level with the platform. Turn right and shoot as soon as you enter the sandfall. And try to land right next to the transition.

Requires:

{
  "notable": "Right Door G-Mode Setup Suitless HiJump"
}
"canSuitlessMaridia"
"canPlayInSand"
"canMidairWiggle"
"HiJump"
"canInsaneJump"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 3
Top Sand Entrance
To: 4
Junction Below Sand Entrance

To safely avoid the Evir shot, enter in a spin jump from either the far left or far right side of the transition.

Requires:

"canPrepareForNextRoom"
"canPlayInSand"
"canTrickyJump"
{
  "or": [
    "Gravity",
    "HiJump",
    "canInsaneJump"
  ]
}

Dev note: Entering from a non-sand room, or passing throught the toilet does not change the ability to dodge the evirs much.

From: 4
Junction Below Sand Entrance
To: 1
Left Door

Either perform a horizontal shinespark from the second to last platform, or perform a particularly tight dodge to get to the last platform and then spark diagonally across the rest. The horizontal spark can be done relatively low and then jump off of the sand in order to save Energy.

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 34,
        "excessFrames": 6
      }
    },
    {
      "and": [
        "canCameraManip",
        "canInsaneJump",
        {
          "shinespark": {
            "frames": 11,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}

Dev note: The Evir projectile dodge is much more difficult when starting from the right side of the room.

From: 1
Left Door
To: 3
Top Door

Use a 2-tap shortcharge and jump into the room with a last-frame jump, breaking the bomb block with blue speed, and making it all the way through the top door. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. Do a second momentum conserving turnaround must be done somewhat late, and by switching from holding left to holding right one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens.

Lower run speeds are generally better, as long as the extra run speed is at least $3.4. this gives up to a 7-frame window for the first turnaround, and typically a 4-frame window for the second turnaround if the first turnaround is done early enough. A perfect boomerang is always required for the second turnaround, regardless of where in the window it is done. It is recommended to buffer the spin break, by holding angle (up or down), jump, and forward through the transition, then switching from forward to backward, with at most 1 frame of neutral in between, while still holding jump and angle.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$3.4",
    "maxExtraRunSpeed": "$3.F"
  }
}

Requires:

{
  "notable": "Cross Room Jump Through Top Door"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Left Door
To: 3
Top Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. Ideally, gain speed using between 13 and 13.5 tiles of runway (with an open end). Longer runway lengths can also work, up to 17 tiles, but will make the trick somewhat more precise. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. Do a second momentum conserving turnaround must be done somewhat late, and by switching from holding left to holding right one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens.

The optimal amount of extra run speed is $3.4 or $3.5, by using 13 tiles of runway or about a half tile more; this gives a 7-frame window for the first turnaround, and typically a 4-frame window for the second turnaround if the first turnaround is done early enough. Extra run speeds between $3.6 and $3.F can also work, but with shorter windows. A perfect boomerang is always required for the second turnaround, regardless of where in the window it is done. It is recommended to buffer the spin break, by holding angle (up or down), jump, and forward through the transition, then switching from forward to backward, with at most 1 frame of neutral in between, while still holding jump and angle.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 13
  }
}

Requires:

{
  "notable": "Cross Room Jump Through Top Door"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"
"canMomentumConservingTurnaround"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: This does not have collision oscillation.

From: 1
Left Door
To: 4
Junction Below Top Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it to the top. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 12.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"
"canMomentumConservingTurnaround"

Dev note: This does not have collision oscillation FIXME: It is possible to use a flash suit to get from 4 through the top door, but either requires a diagonal spark, or using this strat to get onto the top platform, which is more than this strat expects.

From: 1
Left Door
To: 8
Bottom Right Shinecharged

If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter: run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    {
      "doorUnlockedAtNode": 2
    },
    "canInsaneJump"
  ]
}
{
  "shineChargeFrames": 0
}

Unlocks doors:

{"nodeId":2,"types":["super","missiles"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":["never"]}

Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved.

From: 1
Left Door
To: 8
Bottom Right Shinecharged

With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter: At the start of the run, Samus must be on the last pixel of runway with X subpixels of $3FFF or less. Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition. After the transition, shoot open the opposite door while running, to extend the runway by a tile.

Correct subpixels can be achieved using one of several methods: 1) press against the door ledge (or a wall aligned with it); jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF, moonwalk back for exactly 1 frame to end with subpixels $3FFF. 2) press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), and moonwalk back two pixels, then jump and mid-air turnaround onto the ledge; if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame; in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame. 3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), then jump and mid-air turnaround toward the door, and use X-Ray to turnaround in place away from the door; repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround; then do one more jump and mid-air turnaround, high enough to land on the door ledge, and Samus should be in the correct position with subpixels $3FFF.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 1
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canInsaneJump"
"canBeVeryPatient"
{
  "doorUnlockedAtNode": 2
}
{
  "shineChargeFrames": 0
}

Unlocks doors:

{"nodeId":2,"types":["super","missiles"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":["never"]}

Dev note: The `canBeVeryPatient` is for difficulty placement; this could be improved with a more specific tech later, since it does not actually take a long time to execute.

From: 2
Right Door
To: 3
Top Door

Use a 2-tap shortcharge and jump into the room with a last-frame jump, breaking the bomb block with blue speed, and making it all the way through the top door. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. The second momentum conserving turnaround must be done somewhat late, and by switching from holding forward to holding backward one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens.

Lower run speeds are generally better, as long as the extra run speed is at least $3.4. this gives up to a 7-frame window for the first turnaround, and typically a 4-frame window for the second turnaround if the first turnaround is done early enough. A perfect boomerang is always required for the second turnaround, regardless of where in the window it is done. It is recommended to buffer the spin break, by holding angle (up or down), jump, and forward through the transition, then switching from forward to backward, with at most 1 frame of neutral in between, while still holding jump and angle.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$3.4",
    "maxExtraRunSpeed": "$3.F"
  }
}

Requires:

{
  "notable": "Cross Room Jump Through Top Door"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Right Door
To: 3
Top Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. Ideally, gain speed using between 13 and 13.5 tiles of runway (with an open end). Longer runway lengths can also work, up to 17 tiles, but will make the trick somewhat more precise. Use angle to break spin, and do a momentum conserving turnaround either on the same frame or one frame later; this first turnaround should be done early enough that the turnaround is complete by the time Samus clears the two-tile passage in the middle of the room. The second momentum conserving turnaround must be done somewhat late, and by switching from holding forward to holding backward one frame later (a perfect 'boomerang'). Shoot open the door, and use a third momentum conserving turnaround on it as it opens.

The optimal amount of extra run speed is $3.4 or $3.5, by using 13 tiles of runway or about a half tile more; this gives a 7-frame window for the first turnaround, and typically a 4-frame window for the second turnaround if the first turnaround is done early enough. Extra run speeds between $3.6 and $3.F can also work, but with shorter windows. A perfect boomerang is always required for the second turnaround, regardless of where in the window it is done. It is recommended to buffer the spin break, by holding angle (up or down), jump, and forward through the transition, then switching from forward to backward, with at most 1 frame of neutral in between, while still holding jump and angle.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 13
  }
}

Requires:

{
  "notable": "Cross Room Jump Through Top Door"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"
"canMomentumConservingTurnaround"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: This does not have collision oscillation.

From: 2
Right Door
To: 4
Junction Below Top Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it to the top. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 12.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"
"canMomentumConservingTurnaround"

Dev note: This does not have collision oscillation FIXME: It is possible to use a flash suit to get from 4 through the top door, but either requires a diagonal spark, or using this strat to get onto the top platform, which is more than this strat expects.

From: 2
Right Door
To: 7
Bottom Left Shinecharged

If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter: run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    {
      "doorUnlockedAtNode": 2
    },
    "canInsaneJump"
  ]
}
{
  "shineChargeFrames": 0
}

Unlocks doors:

{"nodeId":2,"types":["super","missiles"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":["never"]}

Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved.

From: 2
Right Door
To: 7
Bottom Left Shinecharged

With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter: At the start of the run, Samus must be on the last pixel of runway with X subpixels of $C000 or greater. Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition. After the transition, shoot open the opposite door while running, to extend the runway by a tile.

Correct subpixels can be achieved using one of several methods: 1) press against the door ledge (or a wall aligned with it); jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $4000, moonwalk back for exactly 1 frame to end with subpixels $C000. 2) press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), and moonwalk back two pixels, then jump and mid-air turnaround onto the ledge; if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame; in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame. 3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), then jump and mid-air turnaround toward the door, and use X-Ray to turnaround in place away from the door; repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround; then do one more jump and mid-air turnaround, high enough to land on the door ledge, and Samus should be in the correct position with subpixels $C000.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 1
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canInsaneJump"
"canBeVeryPatient"
{
  "doorUnlockedAtNode": 1
}
{
  "shineChargeFrames": 0
}

Unlocks doors:

{"nodeId":1,"types":["super","missiles"],"requires":[]}
{"nodeId":1,"types":["powerbomb"],"requires":["never"]}

Dev note: The `canBeVeryPatient` is for difficulty placement; this could be improved with a more specific tech later, since it does not actually take a long time to execute.

Avoid Sand (Very Hard)
Pants Room
From: 5
Junction Above Grapple Block
To: 1
West Leg Left Door

Using movement tricks to reduce fall speed even slightly can avoid touching the sand. A Flatley style turnaround over the grapple block hole reduces fall speed some, but also needs a down back or a tiny jump.

Requires:

"canSuitlessMaridia"
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "canFlatleyJump",
        {
          "or": [
            "canInsaneJump",
            "canDownBack"
          ]
        }
      ]
    },
    "canWalljump",
    "canResetFallSpeed"
  ]
}

Dev note: The or following canFlatleyJump has no logical relevance but indicates there are two distinct ways of using the flatley jump.

From: 2
Right Door
To: 2
Right Door

Bounce the snails around the room in order to destroy the sand blocks, opening up the runway. Without Gravity, this requires greater caution as the water will slow Samus down and increase the risk of taking damage from a snail. A snail can be made to bounce in 3 ways: shooting it off a wall or ceiling, kicking it on the ground, or touching it while it is already bouncing. Kicking a snail involves running or jumping into it with a non-zero amount of run speed, gained by dashing for at least one frame while in air physics. A snail can be kicked from any direction when in its initial (not angered) state or when it is stunned for a moment after being shot. While a snail is angered and is moving quickly, it can only safely be kicked from a certain side: from behind if on the ground, or head-on if on the ceiling (and not at all while on a wall). If Morph is unavailable, be careful not to let the snails go off-camera, and avoid getting stuck in two-tile-high spaces. If a snail is on the ground and still on camera, it can be forced to move toward Samus again by shooting it; let it wrap around the right side of the room onto the ceiling, where it can be shot to cause it to fall and continue destroying sand blocks.

Requires:

{
  "notable": "Suitless Bounce the Snails Around the Room"
}
"canDodgeWhileShooting"
"canTrickyJump"
{
  "or": [
    "canBePatient",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Yard",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: B

From: 1
Left Door
To: 2
Right Door

Run into the room using exactly 20 tiles of runway (with closed ends) in the other room, or up to 6 pixels more (getting extra run speed exactly $4.4). Jump on the last possible frame, and aim down as Samus approaches the overhang, to avoid bonking it. If successful, Samus will land on the last pillar.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 19.4375,
    "maxTiles": 19.8125
  }
}

Requires:

{
  "notable": "Tricky Speedy Jump (Left to Right)"
}
"canSuitlessMaridia"
"canTrickyDashJump"
"canInsaneJump"

Dev note: Speeds above $4.4 cause Samus to bonk the ceiling, losing all vertical speed, or the overhang, losing all horizontal speed; there is a significant amount of vertical speed to lose, even though it may not appear that way because of how the sandfalls push Samus down. Speeds in the range from $4.0 - $4.3 give a spike in jump speed, resulting in a ceiling bonk even earlier. Speeds below $4.0 are not close to enough to make it across.

From: 2
Right Door
To: 5
Left Pillar Junction

In the other room, gain run speed using at least 36 tiles (extra run speed at least $6.4), and Space Jump low through the door. Land on the block just past the last Evir.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 36
  }
}

Requires:

{
  "notable": "Cross Room Space Jump (Right to Left)"
}
"canPreciseSpaceJump"
"canInsaneJump"
"canDownGrab"
From: 2
Right Door
To: 5
Left Pillar Junction

Run into the room with an exact amount of speed, by using 7.5 tiles of runway or up to 4 pixels more (getting extra run speed exactly $2.3). After entering the room, jump from the last tile or two of runway, perform a lateral mid-air morph, and land on the pillar just past the last Evir.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 7.5,
    "maxTiles": 7.75
  }
}

Requires:

{
  "notable": "Tricky Speedy Airball (Right to Left)"
}
"canSuitlessMaridia"
"canTrickyDashJump"
"canInsaneJump"
"canLateralMidAirMorph"
"canPlayInSand"

Dev note: A speed of $2.2 can also work but it requires a last-frame jump and a tight lateral mid-air morph.

From: 3
Top Sand Entrance
To: 4
Below Sand Entrance

Enter on the right side of the transition and move left to avoid damage.

Requires:

"canPrepareForNextRoom"
"canPlayInSand"
"canTrickyJump"
{
  "or": [
    "Gravity",
    "HiJump",
    "canInsaneJump"
  ]
}

Dev note: Entering from a non-sand room makes the suitless+hijumpless dodge only possible with a walljump. Entering through the Toilet does not affect this dodge strat much.

From: 4
Below Sand Entrance
To: 2
Right Door

Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock.

Requires:

{
  "notable": "Suitless Bootless Spring Ball"
}
"canSuitlessMaridia"
"canPlayInSand"
"h_canMaxHeightSpringBallJump"
"canStationaryLateralMidAirMorph"
"canInsaneJump"
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Evir",
            "Evir"
          ]
        ],
        "explicitWeapons": [
          "Super",
          "Missile",
          "PowerBombPeriphery",
          "Plasma"
        ]
      }
    },
    "canTrickyDodgeEnemies"
  ]
}
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction

Use the projectile from a fully submerged Evir to boost Samus into the sandfall, providing just enough height to make the first and hardest jump. Time the projectile to hit Samus when at the maximum height from a jump. The hit must be on the right side of Samus and with no inputs held, but also hold forward during the damage knockback to move through the sandfall. Getting a good jump while on the right side of the next floating block can get Samus to the leftmost block. With a clean jump off of the sand, Samus can then get onto the final vertical pillar.

Requires:

{
  "notable": "Suitless Damage Boost (Center to Left)"
}
"canSuitlessMaridia"
"canPlayInSand"
"canInsaneJump"
{
  "or": [
    "canCrouchJump",
    "h_UnderwaterCrouchJumpWithFlashSuit"
  ]
}
"canNeutralDamageBoost"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Evir",
        "type": "particle",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 5
Left Pillar Junction
To: 4
Below Sand Entrance

Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock.

Requires:

{
  "notable": "Suitless Bootless Spring Ball"
}
"canSuitlessMaridia"
"canPlayInSand"
"h_canMaxHeightSpringBallJump"
"canStationaryLateralMidAirMorph"
"canInsaneJump"
From: 2
Right Door
To: 1
Left Doorway

Avoid the Baby Metroid with no items at all. Jump over it many times in order to clear a path through the seaweed. With a counter clockwise setup, stand as close to the transition as possible while allowing the Baby to circle Samus. Then jump towards the transition and touch it with a walljump check. A clockwise setup is more difficult to clear the seaweed, but can jump directly into the transition.

Requires:

{
  "notable": "Baby Skip With Nothing"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canBabyMetroidAvoid"
"canInsaneJump"

Dev note: FIXME: Add a Baby Skip with a flash suit. Note, however, it will only pair with rooms that have an entrance condition where Samus is sparking. In order to have it be properly implemented, all horizontal doors will need to have a shinespark entrance condition added.

From: 1
Top Right Door
To: 2
Left Door

Enter through the far left side of the door. Wait for the top hopper to move right to start running. Run under the right Hopper and jump over the left Hopper to avoid all damage. Jump when Samus reaches the leftmost lump in the ground to avoid the left hopper. It helps to keep the camera scrolled to the right.

Entrance condition:

{
  "comeInNormally": {},
  "comesThroughToilet": "no"
}

Requires:

{
  "notable": "Hopper Dodge"
}
"canTrickyJump"
{
  "or": [
    "canPrepareForNextRoom",
    {
      "and": [
        "canCameraManip",
        "canMoonwalk",
        "canInsaneJump"
      ]
    }
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]}
From: 1
Top Right Door
To: 2
Left Door

Try to scroll the camera to the right to keep the left Hopper off-camera for longer. Wait for the top hopper to move right to start running. Run under the right Hopper and jump over the left Hopper to avoid all damage. Jump when Samus reaches the leftmost lump in the ground to avoid the left hopper.

Entrance condition:

{
  "comeInNormally": {},
  "comesThroughToilet": "any"
}

Requires:

{
  "notable": "Hopper Dodge"
}
"canCameraManip"
"canMoonwalk"
"canInsaneJump"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]}
From: 1
Left Door
To: 1
Left Door

Requires:

"SpeedBooster"
{
  "or": [
    "canMetroidAvoid",
    "Ice",
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "canMomentumConservingMorph",
    {
      "and": [
        "canMomentumConservingTurnaround",
        "canInsaneJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 31,
      "openEnd": 1
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $5.7.

From: 1
Left Door
To: 1
Left Door

Group all of the Metroids by hitting the first Rinka with a Power Bomb. Once grouped, use two more Power Bombs to finish them off.

Requires:

{
  "enemyKill": {
    "enemies": [
      [
        "Metroid",
        "Metroid",
        "Metroid",
        "Metroid"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
"canMetroidAvoid"
"canHitbox"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    "canInsaneJump",
    {
      "metroidFrames": 100
    }
  ]
}

Clears obstacles: f_KilledMetroidRoom1

From: 1
Left Door
To: 2
Right Door

SpinJump often to reduce the amount of time spent in the acid.

Requires:

{
  "acidFrames": 65
}
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    },
    {
      "and": [
        "canMetroidAvoid",
        "canInsaneJump"
      ]
    },
    "ScrewAttack",
    {
      "and": [
        "canPseudoScrew",
        "canTrickyJump"
      ]
    },
    {
      "metroidFrames": 150
    }
  ]
}
{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

Freeze the middle Metroid as soon as it comes on screen to use as a platform to cross over the acid. If no Metroids are alive, the far left Rinka can be used instead, at a high angle. The left Rinka can also just be used to setup an angle with the Rinka near the left edge of the pool.

Requires:

"canTrickyUseFrozenEnemies"
"canTrickyJump"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        {
          "not": "f_KilledMetroidRoom1"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Requires:

"canCarefulJump"
{
  "acidFrames": 65
}
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    },
    "Ice",
    "ScrewAttack",
    {
      "and": [
        "canPseudoScrew",
        "canDodgeWhileShooting"
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "canMetroidAvoid"
      ]
    },
    {
      "metroidFrames": 670
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Requires:

{
  "or": [
    {
      "and": [
        "canDelayedWalljump",
        {
          "acidFrames": 20
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canWalljump",
        {
          "acidFrames": 50
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canPreciseWalljump",
        {
          "acidFrames": 20
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "acidFrames": 10
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    },
    "Ice",
    "ScrewAttack",
    "canMetroidAvoid",
    {
      "and": [
        "canPseudoScrew",
        "canTrickyJump"
      ]
    },
    {
      "metroidFrames": 420
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph"
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseWalljump",
        {
          "acidFrames": 16
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "acidFrames": 16
        }
      ]
    },
    {
      "acidFrames": 27
    }
  ]
}

Dev note: 1) Jump from the acid to the floating platform. 2) Deal with the Metroid. 3) Jump from the platform to the ledge, potentially falling in acid.

From: 2
Right Door
To: 1
Left Door

Aim the ceiling Rinka to travel horizontally across the top of the room and use it to damage boost between the two floating platforms. Killing the lower Rinka shortly before killing the higher Rinka will synchronize their respawn timers so that Samus can jump when the lower Rinka reappears in order to get a good angle on the higher Rinka. Jump to the floating platform ahead of the high Rinka, jumping extra high to lead the Metroid out of the way if it is alive. Jump into the Rinka once it reaches the left edge of the platform to reach the next platform. Then use i-frames to pass through the Metroid if it is still alive.

Requires:

{
  "notable": "Rinka Damage Boost"
}
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyJump"
"canHorizontalDamageBoost"
"canCameraManip"
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    },
    {
      "and": [
        "canMetroidAvoid",
        "canUseIFrames"
      ]
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph"
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "acidFrames": 16
        }
      ]
    },
    {
      "acidFrames": 27
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

While on the first platform, perform a long jump to the left then diagonally spark low into the side of the next platform. This will put Samus into a position where the Metroid will swoop underneath her.

Requires:

"canMetroidAvoid"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 8,
    "excessFrames": 1
  }
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph"
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseWalljump",
        {
          "acidFrames": 16
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "acidFrames": 16
        }
      ]
    },
    {
      "acidFrames": 27
    }
  ]
}

Dev note: This is only useful with a flash suit without Speed Booster.

From: 2
Right Door
To: 1
Left Door

Requires:

{
  "or": [
    "f_KilledMetroidRoom1",
    {
      "obstaclesCleared": [
        "f_KilledMetroidRoom1"
      ]
    }
  ]
}
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 4,
    "excessFrames": 2
  }
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph"
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseWalljump",
        {
          "acidFrames": 16
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "acidFrames": 16
        }
      ]
    },
    {
      "acidFrames": 27
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

Requires:

"SpeedBooster"
{
  "or": [
    "canMetroidAvoid",
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "canMomentumConservingMorph",
    {
      "and": [
        "canMomentumConservingTurnaround",
        "canInsaneJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 23,
      "openEnd": 1
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $4.7. Using almost the full runway (between 3 and 6 pixels from the edge), the momentum conserving turnaround has a 2-frame window for the jump, and a 1-frame or 3-frame window for the turnaround, depending on the jump (with a last-frame jump giving the larger window).

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Requires:

"SpeedBooster"
{
  "or": [
    "canMetroidAvoid",
    {
      "or": [
        "f_KilledMetroidRoom2",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom2"
          ]
        }
      ]
    }
  ]
}
"canInsaneJump"
"canMomentumConservingMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 11,
      "openEnd": 0
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $2.6 This strat is included for completeness, though it apparently doesn't have any applications.

From: 1
Left Door
To: 2
Right Door

Group the Metroids by hitting the first Rinka with a Power Bomb. Quickly moving to the right as the Power Bomb explodes may help as that area is more open with no Rinkas. Then Kill all three Metroids with Power Bombs while avoiding damage.

Requires:

{
  "enemyKill": {
    "enemies": [
      [
        "Metroid",
        "Metroid",
        "Metroid"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
"canMetroidAvoid"
{
  "or": [
    {
      "metroidFrames": 120
    },
    "canInsaneJump"
  ]
}

Clears obstacles: f_KilledMetroidRoom3

From: 2
Right Door
To: 1
Left Door

Group the Metroids by hitting the first Rinka with a Power Bomb. Then Kill all three Metroids with Power Bombs while avoiding damage.

Requires:

{
  "enemyKill": {
    "enemies": [
      [
        "Metroid",
        "Metroid",
        "Metroid"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
"canMetroidAvoid"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    "canInsaneJump",
    {
      "metroidFrames": 100
    }
  ]
}

Clears obstacles: f_KilledMetroidRoom3

From: 2
Bottom Door
To: 1
Top Left Door

Move to the left side of the lowest section and jump morph before placing the Power Bomb to kill all three Metroids. Then Kill all three Metroids with Power Bombs while avoiding damage.

Requires:

{
  "notable": "Bottom Metroid Avoid"
}
{
  "enemyKill": {
    "enemies": [
      [
        "Metroid",
        "Metroid",
        "Metroid"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
"canMetroidAvoid"
"canHitbox"
{
  "or": [
    "can4HighMidAirMorph",
    "canInsaneJump"
  ]
}

Clears obstacles: f_KilledMetroidRoom4

From: 5
Between First and Second Zebetite
To: 5
Between First and Second Zebetite

Requires:

"h_canOpenZebetites"
{
  "or": [
    {
      "and": [
        "canDodgeWhileShooting",
        "canInsaneJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 1
Top Left Door
To: 1
Top Left Door

Requires:

"canMomentumConservingMorph"
"canInsaneJump"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 2,
      "openEnd": 2
    },
    "obstruction": [
      2,
      2
    ]
  }
}

Dev note: Max extra run speed $1.1. This strat is included for completeness, though it apparently doesn't have any applications.

From: 1
Left Door
To: 4
Top of Shaft Without Acid Triggered

Freeze the Pirates and use them as platforms to climb the room. Sometimes the Pirates may decide to climb the wrong way; patience may be required to wait for them to come back. If enough energy is available, it can be easier to use i-frames to jump up through a Pirate and freeze it from above, compared to jumping around it.

Requires:

"canBePatient"
"canTrickyUseFrozenEnemies"
"canTrickyDodgeEnemies"
{
  "or": [
    "Wave",
    "Spazer",
    {
      "ammo": {
        "type": "Missile",
        "count": 8
      }
    },
    "canBeVeryPatient"
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Tourian Space Pirate (all)",
        "type": "contact",
        "hits": 4
      }
    },
    "canInsaneJump"
  ]
}

Dev note: Plasma is hard to use effectively as it's easy to accidentally kill the Pirates with it.

From: 3
Bottom of Shaft
To: 1
Left Door

Climbing the shaft with Space Jump is slower than other methods, so it is necessary to move quickly in order to minimize acid damage. With each Space Jump, release jump early rather than doing a full-height jump, in order to be able to Space Jump again more quickly. After reaching the top, fall down on the left side, keeping between the Pirates and the platforms. If Morph is available, use it to reset fall speed by unmorphing soon after taking damage from the bottom Pirate. With greater difficulty, the bottom Pirate can be avoided, resetting fall speed soon after getting past it. If Morph is not available, then take damage from the bottom Pirate, press against the left wall, and fire a carefully timed shot downward to open the door; in this case, use a down-back to fall directly into the doorway. If done quickly enough, it is possible to avoid any acid damage.

Requires:

{
  "notable": "Bootless Walljumpless Space Jump"
}
"canPreciseSpaceJump"
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        "canResetFallSpeed"
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "canDownBack",
        {
          "enemyDamage": {
            "enemy": "Tourian Space Pirate (all)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "canResetFallSpeed",
        {
          "enemyDamage": {
            "enemy": "Tourian Space Pirate (all)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["ammo"],"requires":["never"]}

Dev note: The leaveNormally exit condition is to prevent use of implicit door unlock strats, since unlocking the door would probably require some acid damage; FIXME: refine the door unlock requirements.

From: 3
Bottom of Shaft
To: 1
Left Door

Climbing the shaft with Space Jump is slower than other methods, so it is necessary to move quickly in order to minimize acid damage. With each Space Jump, release jump early rather than doing a full-height jump, in order to be able to Space Jump again more quickly. After reaching the top, fall down on the right side to land on the platform above the door. Then press against the left wall and pass through the last Pirate while firing a Plasma shot down to open the door; with precise timing, damage from the Pirate can be avoided by hitboxing through it. Hold left to land directly in the doorway. If done quickly enough, it is possible to avoid any acid damage.

Requires:

{
  "notable": "Bootless Walljumpless Space Jump"
}
"canPreciseSpaceJump"
"canTrickyJump"
"Plasma"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Tourian Space Pirate (all)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "canHitbox",
        "canInsaneJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["ammo"],"requires":["never"]}

Dev note: The leaveNormally exit condition is to prevent use of implicit door unlock strats, since unlocking the door would probably require some acid damage; FIXME: refine the door unlock requirements. FIXME: leave with runway could be ok here, though in most cases you could just reset the room, so it doesn't matter much.

From: 3
Bottom of Shaft
To: 1
Left Door

Gain a shinecharge by running right-to-left at the bottom of the room, performing a stutter just before the acid reaches Samus' feet. Use spin jumps to minimize damage from the acid, and spark diagonally (to the left) mid-air to make it up the shaft.

Requires:

{
  "notable": "Suitless Acid Bath Shinespark"
}
"canStutterWaterShineCharge"
"canInsaneJump"
{
  "acidFrames": 215
}
"canShinechargeMovementTricky"
"canMidairShinespark"
{
  "shinespark": {
    "frames": 83,
    "excessFrames": 2
  }
}